;======================
;アルカナ技のステート
;======================

;******************************************************************************************
;******************************************************************************************
;愛のアルカナ‐パルティニアス‐
;******************************************************************************************
;******************************************************************************************
;-----------------------------------------------------------------------------------------
;ロズ　スフェラ
;-----------------------------------------------------------------------------------------
[Statedef 10100]
type = S
movetype = A
physics = S
;velset = 0,0
anim = 10100
sprpriority = 1
ctrl = 0

[State 10100, 1]
type = changeanim
trigger1 = time = 0
trigger1 = pos y != 0
value = 10101
persistent = 0

[State 10100, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y != 0
statetype = A
physics = N
persistent = 0

[State 10100, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype != A
x = 0
y = 0
persistent = 0

[State 10100, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype = A
x = 0
y = vel y * 0.025
persistent = 0

[State 10100, 1]
type = velset
trigger1 = animtime = 0
trigger1 = statetype = A
x = 0
y = -0.48
persistent = 0


;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(9) = 1
anim = 10105
ID = 10105
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(9) = 1
anim = 10105
ID = 10106
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-16)*0.033*0.7, (time-16)*0.033*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10106) = 1
ID = 10106
scale = (time-10)*0.033*0.7, (time-10)*0.033*0.225
removeongethit = 1
ignorehitpause = 1

[State 10100, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 10100, 1]
type = PlaySnd
trigger1 = animelemtime(9) = 2
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 10100, 1]
type = PlaySnd
trigger1 = animelemtime(12) = 2
value = S21,0
channel = 6
volume = var(21)
persistent = 0

[State 10100, 1]
type = helper
trigger1 = animelemtime(12) = 2
helpertype = normal
name = "love ball"
ID = 10110
pos = 56,-70+random%5
postype = p1
stateno = 10110
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 10100, 4]
type = varset
trigger1 = animelemtime(16) = 1
v = 12
value = 1

[State 10100, 4]
type = StateTypeSet
trigger1 = animelemtime(9) = 2
movetype = I

[State 10100, 4]
type = changestate
trigger1 = animtime = 0
value = ifelse(statetype = A,51,0)
ctrl = 1




[Statedef 10110]
type = A
movetype = A
physics = N
velset = 0.1,0
sprpriority = 3
anim = 10110

[State 10110, 1]
type = NotHitBy
trigger1 = 1
value = ,AT
ignorehitpause = 1

[State 10110, 2]
type = width
trigger1 = 1
player = 10,10

[State 10110, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 10110, 2]
type = velmul
trigger1 = vel x <= 2.5
x = 1.1

[State 10110, 2]
type = velset
trigger1 = time >= 21
y = -1*sin(time*0.07)

[State 10110, 2]
type = veladd
trigger1 = time >= 21
trigger1 = enemynear(0),const(size.head.pos.y) < -5
trigger1 = pos y != [enemynear(0),pos y + enemynear(0),const(size.head.pos.y), enemynear(0),pos y-5]
y = ifelse(pos y > enemynear(0),pos y, -1.5,1.5)

[State 10110, 2]
type = Explod
trigger1 = time >= 21
trigger1 = time%5 = 0
anim = 10112 + random%4
ID = 10111
pos = -10, 0
postype = p1
facing = 1
bindtime = 1
vel = -0.3*vel x, -0.5*vel y
accel = 0, 0
random = 0, 30
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 10110, 3]
type = HitDef
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 3,hit
damage = 60,6
getpower = ceil(root,fvar(5)*197), 98
givepower = ceil(root,fvar(5)*66), 33
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 12*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 7
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.35
ground.velocity = -4
guard.velocity = -4
air.velocity = -1.5, -4
airguard.velocity = -1, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
air.fall = 1
fall.recovertime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 10110
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 10110, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10110, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*70)*0.01, ceil(root,fvar(5)*87)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 12
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -6
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1


[State 10110, 4]
type = changestate
trigger1 = movecontact
value = 10111

[State 10110, 4]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 10111
time = 1
forceair = 0

[State 10110, 5]
type = destroyself
trigger1 = screenpos x != [-10,330]
;trigger2 = ScreenPos Y != [-10,250]



[Statedef 10111]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 3
anim = 10111

[State 10111, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10111, 2]
type = destroyself
trigger1 = animtime = 0





;-----------------------------------------------------------------------------------------
;ロズ　トクソ
;-----------------------------------------------------------------------------------------
[Statedef 10130]
type = S
movetype = A
physics = S
;velset = 0,0
anim = 10130
sprpriority = 1
ctrl = 0

[State 10130, 1]
type = changeanim
trigger1 = time = 0
trigger1 = pos y != 0
value = 10131
persistent = 0

[State 10130, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y != 0
statetype = A
physics = N
persistent = 0

[State 10130, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype != A
x = 0
y = 0
persistent = 0

[State 10130, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype = A
x = 0
y = vel y * 0.025
persistent = 0

[State 10130, 1]
type = velset
trigger1 = animtime = 0
trigger1 = statetype = A
x = 0
y = -0.48
persistent = 0


;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(9) = 1
anim = 10135
ID = 10135
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(9) = 1
anim = 10136
ID = 10136
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-10)*0.05*0.7, (time-10)*0.05*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10136) = 1
ID = 10136
scale = ifelse(time>=30,0.7,(time-10)*0.05*0.7), ifelse(time>=30,0.225,(time-10)*0.05*0.225)
removeongethit = 1
ignorehitpause = 1

[State 10130, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 10130, 1]
type = PlaySnd
trigger1 = animelemtime(9) = 2
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 10130, 1]
type = PlaySnd
trigger1 = animelemtime(11) = 2
value = S21,1
channel = 6
persistent = 0
volume = -100 + var(21)

[State 10130, 1]
type = helper
trigger1 = animelemtime(9) = 1
helpertype = normal
name = "love beam"
ID = 10140
pos = 56,-68
postype = p1
stateno = 10140
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 4
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 10130, 4]
type = varset
trigger1 = animelemtime(14) = 1
v = 12
value = 1

[State 10130, 4]
type = StateTypeSet
trigger1 = animelemtime(9) = 2
movetype = I

[State 10130, 4]
type = changestate
trigger1 = animtime = 0
value = ifelse(statetype = A,51,0)
ctrl = 1





[Statedef 10140]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 3
anim = 10140

[State 10140, 1]
type = BindToParent
trigger1 = 1
pos = 56,-68

[State 10140, 1]
type = angledraw
trigger1 = 1
value = -90

[State 10140, 1]
type = Trans
trigger1 = 1
trans = add

[State 10140, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10140, 2]
type = Explod
trigger1 = time = 0
trigger1 = NumExplod(10137) = 0
anim = 10137
ID = 10137
pos = 0, 0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.6, 0.6
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1
persistent = 0

[State 10140, 2]
type = Explod
trigger1 = time = 0
trigger1 = NumExplod(10138) = 0
anim = 10138
ID = 10138
pos = 0, 0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.6, 0.6
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1
persistent = 0


[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 10140, 3]
type = HitDef
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,hit
damage = 88,8
getpower = ceil(root,fvar(5)*197), 98
givepower = ceil(root,fvar(5)*66), 33
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 12*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 11
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.35
ground.velocity = -4
guard.velocity = -4
air.velocity = -2, -3
airguard.velocity = -1, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
air.fall = 1
fall.recovertime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 10140
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 10140, 3];ヒットスパーク（線）
type = helper
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
helpertype = normal
name = "hitspark"
ID = 6030
pos = 0,-60
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 10140, 3];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6031+random%4
ID = 6031
pos = -5+random%10,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10140, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*83)*0.01, ceil(root,fvar(5)*83)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 16
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -8
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 10140, 5]
type = RemoveExplod
trigger1 = parent,movetype = H
ID = 10137
[State 10140, 5]
type = RemoveExplod
trigger1 = parent,movetype = H
ID = 10138

[State 10140, 5]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H






;-----------------------------------------------------------------------------------------
;ロズ　キクロス
;-----------------------------------------------------------------------------------------
[Statedef 10160]
type = S
movetype = A
physics = S
;velset = 0,0
anim = 10160
sprpriority = 1
ctrl = 0

[State 10160, 1]
type = varset
trigger1 = time = 0
v = 20
value = 0

[State 10160, 1]
type = NotHitBy
trigger1 = animelemtime(9) >= 1
trigger1 = animelemtime(16) < 1
value = ,AP

[State 10160, 1]
type = changeanim
trigger1 = time = 0
trigger1 = pos y != 0
value = 10161
persistent = 0

[State 10160, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y != 0
statetype = A
physics = N
persistent = 0

[State 10160, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype != A
trigger2 = statetype = A
trigger2 = pos y >= 0
x = 0
y = 0
persistent = 0

[State 10160, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype = A
x = 0
y = vel y * 0.025
persistent = 0

[State 10160, 1]
type = velset
trigger1 = animtime = 0
trigger1 = statetype = A
x = 0
y = -0.48
persistent = 0

;魔方陣（足元）
[State 10160, 2]
type = helper
trigger1 = animelemtime(9) = 0
helpertype = normal
name = "mahoujin"
ID = 10165
pos = 0,0
postype = p1
stateno = 10165
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 10160, 3]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 10160, 3]
type = PlaySnd
trigger1 = animelemtime(9) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 10160, 3]
type = PlaySnd
trigger1 = animelemtime(11) = 1
value = S21,0
channel = 6
volume = var(21)
persistent = 0

[State 10160, 4]
type = helper
trigger1 = animelemtime(9) = 0
helpertype = normal
name = "atemi"
ID = 10170
pos = 0,0
postype = p1
stateno = 10170
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 10160, 5]
type = changeanim
trigger1 = animelemtime(16) = 0
trigger1 = command = "hold_y"
trigger1 = time <= 142
value = ifelse(statetype != A,10160,10161)
elem = 12


;魔方陣（前方1）
[State -2, 1]
type = Explod
trigger1 = animelemtime(3) = 1
anim = 10171
ID = 10171
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.15, 0.4
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10171) = 1
trigger1 = animelemtime(17) < 1
ID = 10171
scale = ifelse(time>=9,0.15,(time-2)*0.143*0.15), ifelse(time>=9,0.4,(time-2)*0.143*0.4)
removeongethit = 1
ignorehitpause = 1

[State -2, 1]
type = varadd
trigger1 = animelemtime(16) >= 1
v = 20
value = 1

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10171) = 1
trigger1 = animelemtime(17) >= 1
ID = 10171
scale = (10-var(20))*0.143*0.15, (10-var(20))*0.143*0.4
removeongethit = 1
ignorehitpause = 1

;魔方陣（前方2）
[State -2, 1]
type = Explod
trigger1 = animelemtime(10) = 1
anim = 10172
ID = 10172
pos = 68,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.15, 0.4
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10172) = 1
trigger1 = animelemtime(16) < 1
ID = 10172
scale = ifelse(time>=19,0.15,(time-12)*0.143*0.15), ifelse(time>=19,0.4,(time-12)*0.143*0.4)
removeongethit = 1
ignorehitpause = 1

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10172) = 1
trigger1 = animelemtime(16) >= 1
ID = 10172
scale = ifelse(var(20)>=7,0,(7-var(20))*0.143*0.15), ifelse(var(20)>=7,0,(7-var(20))*0.143*0.4)
removeongethit = 1
ignorehitpause = 1


[State 10160, 5]
type = StateTypeSet
trigger1 = time >= 31
movetype = I

[State 10160, 6]
type = changestate
trigger1 = Numhelper(10170) = 1
trigger1 = helper(10170),stateno = 10171
value = 10162

[State 10160, 6]
type = changestate
trigger1 = animtime = 0
value = ifelse(statetype = A,51,0)
ctrl = 1





[Statedef 10162]
movetype = I
;velset = 0,0
anim = 10162
sprpriority = 1
ctrl = 0

[State 10162, 1]
type = varset
trigger1 = time = 0
v = 20
value = 0

[State 10162, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y = 0
statetype = S
physics = S
persistent = 0

[State 10162, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y != 0
statetype = A
physics = N
persistent = 0

[State 10162, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype != A
trigger2 = statetype = A
trigger2 = pos y >= 0
x = 0
y = 0
persistent = 0

[State 10162, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype = A
x = 0
y = vel y * 0.025
persistent = 0

[State 10162, 1]
type = velset
trigger1 = animtime = 0
trigger1 = statetype = A
x = 0
y = -0.48
persistent = 0


[State 10162, 1]
type = NotHitBy
trigger1 = time <= 21
value = ,AP

[State 10162, 1]
type = changeanim
trigger1 = time = 0
trigger1 = pos y != 0
value = 10163
persistent = 0

[State 10162, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype != A
trigger2 = statetype = A
trigger2 = pos y >= 0
x = 0
y = 0
persistent = 0

[State 10162, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype = A
x = 0
y = vel y * 0.025
persistent = 0

[State 10162, 1]
type = velset
trigger1 = animtime = 0
trigger1 = statetype = A
x = 0
y = -0.48
persistent = 0


[State -2, 1]
type = Explod
trigger1 = time = 1
anim = 10175
ID = 10175
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.15, 0.4
sprpriority = 6
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
[State -2, 1]
type = Explod
trigger1 = time = 1
anim = 10175
ID = 10175
pos = 68,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1125, 0.3
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


[State 10162, 4]
type = helper
trigger1 = time = 23
helpertype = normal
name = "love_ball"
ID = 10180
pos = 56,-70+random%5
postype = p1
stateno = 10180
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 10162, 4]
type = varset
trigger1 = time = 23
v = 12
value = 1

[State -2, 1]
type = varadd
trigger1 = animelemtime(8) >= 1
v = 20
value = 1

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10171) = 1
trigger1 = animelemtime(9) >= 1
ID = 10171
scale = (10-var(20))*0.143*0.15, (10-var(20))*0.143*0.4
removeongethit = 1
ignorehitpause = 1

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10172) = 1
trigger1 = animelemtime(8) >= 1
ID = 10172
scale = ifelse(var(20)>=7,0,(7-var(20))*0.143*0.15), ifelse(var(20)>=7,0,(7-var(20))*0.143*0.4)
removeongethit = 1
ignorehitpause = 1

[State 10162, 6]
type = changestate
trigger1 = animtime = 0
value = ifelse(statetype = A,51,0)
ctrl = 1







;魔方陣
[Statedef 10165]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 0
anim = 10165

[State 10165, 1]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 10165, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10165, 2]
type = angledraw
trigger1 = root,stateno = 10160
scale = ifelse(root,time>=28,0.7,(root,time-8)*0.05*0.7), ifelse(root,time>=28,0.225,(root,time-8)*0.05*0.225)

[State 10165, 2]
type = angledraw
trigger1 = root,stateno = 10162
scale = 0.7,0.225

[State 10165, 3]
type = Trans
trigger1 = 1
trans = add

[State 10165, 4]
type = PalFX
trigger1 = time = 0 ; 出現が始まる時間
time = 8 ; フェードする時間
add = -255,-255,-255
sinadd = 256,256,256,128;フェードする早さ*1
;ignorehitpause = 1

[State 10165, 4]
type = PalFX
trigger1 = anim = 10166
trigger1 = animelemtime(1) = 1 ; 消滅が始まる時間
time = 8 ; フェードする時間
add = -128,-128,-128
sinadd = -256,-256,-256,128;フェードする早さ*1
;ignorehitpause = 1

[State 10165, 5]
type = changeanim
trigger1 = root,stateno = 10160
trigger1 = root,animelemtime(16) = 1
trigger2 = root,stateno = 10162
trigger2 = root,time = 22
value = 10166

[State 10165, 6]
type = destroyself
trigger1 = anim = 10166
trigger1 = animtime = 0
trigger2 = root,stateno != [10160,10162]




[Statedef 10170]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 0
anim = 10170

[State 10170, 1]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 10170, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10170, 2]
type = NotHitBy
trigger1 = 1
value = ,AA,AT

[State 10170, 3]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AP
pausetime = 0,0
sparkno = -1
;sparkxy = 0,0
hitsound = S3,7
p1stateno = 10171
p2stateno = 10172
ignorehitpause = 1

[State 10170, 3]
type = HitOverride
trigger1 = 1
attr = SCA,AP
slot = 1
stateno = 10171
time = 1
forceair = 0
ignorehitpause = 1

[State 10170, 6]
type = destroyself
trigger1 = root,stateno != [10160,10162]
trigger2 = root,stateno = 10160 && root,animelemtime(16) >= 1
trigger3 = root,stateno = 10162 && root,time >= 22

[Statedef 10171]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 0
anim = 10170

[State 10171, 1]
type = BindToParent
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 10171, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 10171, 2]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
ignorehitpause = 1

[State 10170, 3]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AP
pausetime = 0,0
sparkno = -1
;sparkxy = 0,0
hitsound = S3,7
p1stateno = 10171
p2stateno = 10172
ignorehitpause = 1

[State 10171, 3]
type = HitOverride
trigger1 = 1
attr = SCA,AP
slot = 1
stateno = 10171
time = 1
forceair = 0
ignorehitpause = 1

[State 10171, 6]
type = destroyself
trigger1 = root,stateno != [10160,10162]
trigger2 = root,stateno = 10160 && root,animelemtime(16) >= 1
trigger3 = root,stateno = 10162 && root,time >= 22
ignorehitpause = 1


[Statedef 10172]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 0

[State 10172, 1]
type = destroyself
trigger1 = Ishelper

[State 10172, 2]
type = selfstate
trigger1 = time = 0
value = prevstateno





[Statedef 10180]
type = A
movetype = A
physics = N
velset = 0.1,0
sprpriority = 3
anim = 10180

[State 10180, 2]
type = angledraw
trigger1 = 1
scale = 0.75,0.75

[State 10180, 2]
type = trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 10180, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10180, 2]
type = velmul
trigger1 = vel x <= 2.5
x = 1.1

[State 10180, 2]
type = velset
trigger1 = time >= 21
y = -1*sin(time*0.07)

[State 10180, 2]
type = veladd
trigger1 = time >= 21
trigger1 = enemynear(0),const(size.head.pos.y) < -5
trigger1 = pos y != [enemynear(0),pos y + enemynear(0),const(size.head.pos.y), enemynear(0),pos y-5]
y = ifelse(pos y > enemynear(0),pos y, -1.5,1.5)


[State 10180, 2]
type = Explod
trigger1 = time >= 21
trigger1 = time%5 = 0
anim = 10112 + random%4
ID = 10111
pos = -10, 0
postype = p1
facing = 1
bindtime = 1
vel = -0.3*vel x, -0.5*vel y
accel = 0, 0
random = 0, 30
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 10180, 3]
type = HitDef
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 5,hit
damage = 40,4
getpower = ceil(root,fvar(5)*130), 65
givepower = ceil(root,fvar(5)*43), 22
pausetime = ceil(6*ifelse(var(25) = 0,1,1.5)), 12*ifelse(var(25) = 0,1,2)
guard.pausetime = 6, 12
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -4,-3
guard.velocity = -4
air.velocity = -1.5, -4
airguard.velocity = -1, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 10180
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 10180, 3]
type = HitDef
trigger1 = Numtarget(10180) >= 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 5,hit
damage = 40,4
getpower = ceil(root,fvar(5)*130), 65
givepower = ceil(root,fvar(5)*43), 22
pausetime = 6, 12
guard.pausetime = 6, 12
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -4,-3
guard.velocity = -4
air.velocity = -1.5, -4
airguard.velocity = -1, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 10181
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 10180, 3]
type = HitDef
trigger1 = Numtarget(10181) >= 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 5,hit
damage = 40,4
getpower = ceil(root,fvar(5)*130), 65
givepower = ceil(root,fvar(5)*43), 22
pausetime = 6, 12
guard.pausetime = 6, 12
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -4,-3
guard.velocity = -4
air.velocity = -1.5, -4
airguard.velocity = -1, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 10182
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 10180, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 10180, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*91)*0.01, ceil(root,fvar(5)*91)*0.01)
ignorehitpause = 1

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 8
ignorehitpause = 1

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -4
ignorehitpause = 1

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 10180, 4]
type = changestate
trigger1 = NumTarget(10182) >= 1
trigger1 = movecontact
value = 10181
ignorehitpause = 1

[State 10180, 4]
type = MoveHitReset
trigger1 = movecontact
ignorehitpause = 1

[State 10180, 5]
type = destroyself
trigger1 = screenpos x != [-10,330]
trigger2 = ScreenPos Y != [-10,250]



[Statedef 10181]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 3
anim = 10181

[State 10181, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10181, 2]
type = angledraw
trigger1 = 1
scale = 0.5,0.5

[State 10181, 2]
type = trans
trigger1 = 1
trans = Add

[State 10181, 2]
type = destroyself
trigger1 = animtime = 0



;-----------------------------------------------------------------------------------------
;フェンガリ
;-----------------------------------------------------------------------------------------
[Statedef 10190]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 0
anim = 10190

[State 10190, 1]
type = BindToParent
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 10190, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 10190, 2]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
ignorehitpause = 1

[State 10190, 3]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AP
pausetime = 0,0
sparkno = -1
;sparkxy = 0,0
hitsound = S3,7
p1stateno = 10190
p2stateno = 10191
ignorehitpause = 1

[State 10190, 3]
type = HitOverride
trigger1 = 1
attr = SCA,AP
slot = 1
stateno = 10190
time = 1
forceair = 0
ignorehitpause = 1

[State 10190, 6]
type = destroyself
trigger1 = root,stateno != 600
trigger1 = root,stateno != 1000
trigger2 = root,stateno = 600 && root,animelemtime(4) > 1
trigger3 = root,stateno = 1000 && root,animelemtime(1) > 1
ignorehitpause = 1


[Statedef 10191]
type = A
movetype = I
physics = N
;velset = 0,0
sprpriority = 0

[State 10191, 1]
type = turn
trigger1 = Ishelper
trigger1 = facing != enemynear(0),facing

[State 10191, 2]
type = velset
trigger1 = ishelper
trigger1 = time = 0
x = 6
y = ifelse(enemynear(0),stateno = 600,0,-6)

[State 10191, 3]
type = destroyself
trigger1 = screenpos x != [-10,330]
trigger2 = screenpos y != [-10,250]

[State 10191, 2]
type = selfstate
trigger1 = time = 0
trigger1 = !Ishelper
value = prevstateno





;-----------------------------------------------------------------------------------------
;トリス　スフェラ
;-----------------------------------------------------------------------------------------
[Statedef 10200]
type = S
movetype = I
physics = S
;velset = 0,0
anim = 10200
sprpriority = 1
ctrl = 0

[State 10200, 1]
type = changeanim
trigger1 = time = 0
trigger1 = pos y != 0
value = 10201
persistent = 0

[State 10200, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y != 0
statetype = A
physics = N
persistent = 0

[State 10200, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype != A
trigger2 = statetype = A
trigger2 = pos y >= 0
x = 0
y = 0
persistent = 0

[State 10200, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype = A
x = 0
y = vel y * 0.025
persistent = 0

[State 10200, 1]
type = velset
trigger1 = animtime = 0
trigger1 = statetype = A
x = 0
y = -0.48
persistent = 0

[State 10200, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 4,6
persistent = 0

[State 10200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,9
channel = 5
volume = var(21)
persistent = 0

[State 10200, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(12) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0


[State 10200, 3]
type = SuperPause
trigger1 = time = 0
time = 60
anim = -1
;sound = S100,1
pos = 0,0
movetime = 60
darken = 0
p2defmul = 1
poweradd = ifelse(var(29)=1,0,-1000)
unhittable = 1
persistent = 0

[State 10200, 2];背景1
type = null;Explod
trigger1 = time = 0;animelemtime(14) = 0
anim = 6101
ID = 6101
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 48
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 10200, 2];背景2
type = Explod
trigger1 = time = 0;animelemtime(14) = 0
anim = 6102
ID = 6102
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 60
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0


;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(12) = 1
anim = 10205
ID = 10205
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(12) = 1
anim = 10206
ID = 10206
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(time>=70, 0.7, (time-30)*0.025*0.7), ifelse(time>=70, 0.225, (time-30)*0.025*0.225)
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10206) = 1
ID = 10206
scale = ifelse(time>=70, 0.7, (time-30)*0.025*0.7), ifelse(time>=70, 0.225, (time-30)*0.025*0.225)
removeongethit = 1
ignorehitpause = 1

;魔方陣（背後）
[State -2, 1]
type = Explod
trigger1 = time = 0
anim = 10206
ID = 10207
pos = 0,-60
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = (time-12)*0.0147, (time-12)*0.0147
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10207) = 1
ID = 10207
scale = time*0.0133333, time*0.0133333
removeongethit = 1
ignorehitpause = 1

[State 10200, 1]
type = helper
trigger1 = animelemtime(25) = 2
helpertype = normal
name = "love ball"
ID = 10210
pos = 56+random%10,-75+random%20
postype = p1
stateno = 10210
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 10200, 1]
type = helper
trigger1 = animelemtime(28) = 1
helpertype = normal
name = "love ball"
ID = 10211
pos = 56+random%10,-75+random%20
postype = p1
stateno = 10210
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 10200, 1]
type = helper
trigger1 = animelemtime(28) = 1
helpertype = normal
name = "love ball"
ID = 10212
pos = 56+random%10,-75+random%20
postype = p1
stateno = 10211
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 10200, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(25) = 2
value = S21,0
channel = 6
volume = var(21)
persistent = 0

[State 10200, 4]
type = varset
trigger1 = animelemtime(29) = 1
v = 12
value = 1

[State 10200, 4]
type = changestate
trigger1 = animtime = 0
value = ifelse(statetype = A,51,0)
ctrl = 1



[Statedef 10211]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 3
anim = 7000

[State 10211, 1]
type = changestate
trigger1 = time = 8
value = 10210

[Statedef 10210]
type = A
movetype = A
physics = N
velset = 0.1,0
sprpriority = 3
anim = 10110

[State 10210, 1]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 10210, 2]
type = width
trigger1 = 1
player = 10,10

[State 10210, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10210, 2]
type = velmul
trigger1 = vel x <= 2.5
x = 1.1

[State 10210, 2]
type = velset
trigger1 = time = 0
y = (random%11)*0.1*ifelse(random<=499,1,-1)


[State 10210, 2]
type = velset
trigger1 = time >= 21
y = -1*sin(time*0.07)

[State 10210, 2]
type = veladd
trigger1 = time >= 21
trigger1 = enemynear(0),const(size.head.pos.y) < -5
trigger1 = pos y != [enemynear(0),pos y + enemynear(0),const(size.head.pos.y), enemynear(0),pos y-5]
y = ifelse(pos y > enemynear(0),pos y, -2-(random%11)*0.1,2+(random%11)*0.1)

[State 10210, 2]
type = Explod
trigger1 = time >= 21
trigger1 = time%5 = 0
anim = 10112 + random%4
ID = 10111
pos = -10, 0
postype = p1
facing = 1
bindtime = 1
vel = -0.3*vel x, -0.5*vel y
accel = 0, 0
random = 0, 30
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 10210, 3]
type = HitDef
trigger1 = 1
attr = A,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 3,hit
damage = 48,4
getpower = 0, 0
givepower = ceil(root,fvar(5)*66), 33
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 12*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 7
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,2,3),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.35
ground.velocity = -4
guard.velocity = -4
air.velocity = -1.5, -4
airguard.velocity = -1, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
air.fall = 1
fall.recovertime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 10110
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 10110, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10110, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*70)*0.01, ceil(root,fvar(5)*91)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = ifelse(ishelper(10212),-2,-3)
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = ifelse(ishelper(10210),-2,-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1


[State 10210, 4]
type = changestate
trigger1 = movecontact
value = 10111

[State 10210, 4]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 10111
time = 1
forceair = 0

[State 10210, 5]
type = destroyself
trigger1 = screenpos x != [-10,330]
;trigger2 = ScreenPos Y != [-10,250]






;-----------------------------------------------------------------------------------------
;ウラニオ　トクソ
;-----------------------------------------------------------------------------------------
[Statedef 10230]
type = S
movetype = A
physics = S
;velset = 0,0
anim = 10230
sprpriority = 1
ctrl = 0

[State 10230, 1]
type = changeanim
trigger1 = time = 0
trigger1 = pos y != 0
value = 10231
persistent = 0

[State 10230, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y != 0
statetype = A
physics = N
persistent = 0

[State 10230, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype != A
trigger2 = statetype = A
trigger2 = pos y >= 0
x = 0
y = 0
persistent = 0

[State 10230, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype = A
x = 0
y = vel y * 0.025
persistent = 0

[State 10230, 1]
type = velset
trigger1 = animtime = 0
trigger1 = statetype = A
x = 0
y = -0.48
persistent = 0

[State 10230, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 4,6
persistent = 0

[State 10230, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,9
channel = 5
volume = var(21)
persistent = 0

[State 10230, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(12) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0


[State 10230, 3]
type = SuperPause
trigger1 = time = 0
time = 60
anim = -1
;sound = S100,1
pos = 0,0
movetime = 60
darken = 0
p2defmul = 1
poweradd = ifelse(var(29)=1,0,-1000)
unhittable = 1
persistent = 0

[State 10230, 2];背景1
type = null;Explod
trigger1 = time = 0;animelemtime(14) = 0
anim = 6101
ID = 6101
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 48
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 10230, 2];背景2
type = Explod
trigger1 = time = 0;animelemtime(14) = 0
anim = 6102
ID = 6102
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 60
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0


;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(12) = 1
anim = 10235
ID = 10235
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(12) = 1
anim = 10236
ID = 10236
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(time>=70, 0.7, (time-30)*0.025*0.7), ifelse(time>=70, 0.225, (time-30)*0.025*0.225)
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10236) = 1
ID = 10236
scale = ifelse(time>=70, 0.7, (time-30)*0.025*0.7), ifelse(time>=70, 0.225, (time-30)*0.025*0.225)
removeongethit = 1
ignorehitpause = 1

;魔方陣（背後）
[State -2, 1]
type = Explod
trigger1 = time = 0
anim = 10206
ID = 10237
pos = 0,-60
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = time*0.0133333, time*0.0133333
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10237) = 1
ID = 10237
scale = time*0.0133333, time*0.0133333
removeongethit = 1
ignorehitpause = 1

[State 10230, 1]
type = helper
trigger1 = animelemtime(22) = 1
helpertype = normal
name = "super love beam"
ID = 10240
pos = 55,-66
postype = p1
stateno = 10240
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 10230, 4]
type = varset
trigger1 = animelemtime(49) = 1
v = 12
value = 1

[State 10230, 4]
type = changestate
trigger1 = animtime = 0
value = ifelse(statetype = A,51,0)
ctrl = 1





[Statedef 10240]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 7
anim = 10240

[State 10240, 1]
type = bindtoparent
trigger1 = 1
pos = 55,-66
ignorehitpause = 1

[State 10240, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 10240, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S21,2
channel = 6
volume = var(21)
persistent = 0

[State 10240, 3]
type = angledraw
trigger1 = time = [0,65]
scale = 0.75,ifelse(time >= 30,0.4,time*0.0133333)
ignorehitpause = 1

[State 10240, 3]
type = angledraw
trigger1 = time >= 66
scale = 0.75,(95-time)*0.0133333
ignorehitpause = 1

[State 10240, 3]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 10240, 3];ビーム延長
type = null;Explod
trigger1 = time = 0
anim = 10241
ID = 10241
pos = 406,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 7
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10241) = 1
ID = 10241
scale = ifelse(time>=30, 0.7, time*0.025*0.7), ifelse(time>=30, 0.225, time*0.025*0.225)
removeongethit = 1
ignorehitpause = 1

[State 10240, 3]
type = RemoveExplod
trigger1 = root,movetype = H
ID = 10241


[State -2, 1];大円
type = Explod
trigger1 = time = 0
anim = 10242
ID = 10242
pos = 0,0
postype = p1
facing = 1;ifelse(root,facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.75, 1.25
sprpriority = 6
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];小円
type = Explod
trigger1 = time = 0
anim = 10243
ID = 10243
pos = 0,0
postype = p1
facing = 1;ifelse(root,facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.75, 0.75
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10240, 3]
type = RemoveExplod
trigger1 = root,movetype = H
ID = 10242

[State 10240, 3]
type = RemoveExplod
trigger1 = root,movetype = H
ID = 10243

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 10240, 4]
type = HitDef
trigger1 = time = [30,31]
trigger1 = var(20) = 0
trigger2 = time = [32,33]
trigger2 = var(20) = 1
trigger3 = time = [34,35]
trigger3 = var(20) = 2
trigger4 = time = [36,37]
trigger4 = var(20) = 3
trigger5 = time = [38,39]
trigger5 = var(20) = 4
trigger6 = time = [40,41]
trigger6 = var(20) = 5
trigger7 = time = [42,43]
trigger7 = var(20) = 6
trigger8 = time = [44,45]
trigger8 = var(20) = 7
trigger9 = time = [46,47]
trigger9 = var(20) = 8
trigger10 = time = [48,49]
trigger10 = var(20) = 9
trigger11 = time = [50,51]
trigger11 = var(20) = 10
trigger12 = time = [52,53]
trigger12 = var(20) = 11
trigger13 = time = [54,55]
trigger13 = var(20) = 12
trigger14 = time = [56,57]
trigger14 = var(20) = 13
trigger15 = time = [58,59]
trigger15 = var(20) = 14
trigger16 = time = [60,61]
trigger16 = var(20) = 15
trigger17 = time = [62,63]
trigger17 = var(20) = 16
trigger18 = time = [64,65]
trigger18 = var(20) = 17
trigger19 = time = [66,67]
trigger19 = var(20) = 18
trigger20 = time = [68,69]
trigger20 = var(20) = 19
trigger21 = time = [70,71]
trigger21 = var(20) = 20
trigger22 = time = [72,73]
trigger22 = var(20) = 21
trigger23 = time = [74,75]
trigger23 = var(20) = 22
trigger24 = time = [76,77]
trigger24 = var(20) = 23
trigger25 = time = [78,79]
trigger25 = var(20) = 24
trigger26 = time = [80,81]
trigger26 = var(20) = 25
trigger27 = time = [82,83]
trigger27 = var(20) = 26
trigger28 = time = [84,85]
trigger28 = var(20) = 27
trigger29 = time = [86,87]
trigger29 = var(20) = 28
trigger30 = time = [88,89]
trigger30 = var(20) = 29
trigger31 = time = [90,91]
trigger31 = var(20) = 30
trigger32 = time = [92,93]
trigger32 = var(20) = 31
trigger33 = time = [94,95]
trigger33 = var(20) = 32
attr = A,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,hit
damage = ifelse(var(20)<8,16,12),ifelse(var(20)<11,2,1)
getpower = 0, 0
givepower = ceil(root,fvar(5)*6), 3
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 12*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 12
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.35
ground.velocity = -4
guard.velocity = -4
air.velocity = -2, -3
airguard.velocity = -1, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
air.fall = 1
fall.recovertime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 10240
hitonce = 0
kill = 1
numhits = 1

[State 10240, 4]
type = varadd
trigger1 = movecontact
trigger1 = movecontact < 2
v = 20
value = 1
ignorehitpause = 1

[State 10240, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
trigger1 = movehit < 2
trigger1 = time%3 = 0
anim = 6011+random%4
ID = 6011
pos = -5+random%10,-65+random%10
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 10240, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = moveguarded < 2
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
trigger1 = movehit < 2
trigger1 = hitcount <= 32
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*95)*0.01, ceil(root,fvar(5)*95)*0.01)
ignorehitpause = 1

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
trigger1 = movehit < 2
trigger1 = hitcount = 33
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*70)*0.01, ceil(root,fvar(5)*70)*0.01)
ignorehitpause = 1

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
trigger1 = movehit < 2
v = 24
value = ifelse(hitcount <= 32,2,3)
ignorehitpause = 1

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
trigger1 = movehit < 2
v = 26
value = ifelse(hitcount <= 32,-2,-30)
ignorehitpause = 1

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = movehit < 2
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
trigger1 = movehit < 2
v = 25
value = 0
ignorehitpause = 1

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger2 = movehit < 2
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1


[State 10240, 5]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H





;------------------------------------------------------------------------------------------
;イオリス　スフェラ
;------------------------------------------------------------------------------------------
[Statedef 10270]
type = S
movetype = A
physics = S
velset = 0,0
anim = 10270
sprpriority = 1
ctrl = 0

[State 10270, 1]
type = varset
trigger1 = time = 0
v = 29
value = 3
persistent = 0

[State 10270, 2]
type = PlaySnd
trigger1 = time = 0
value = S20, 0
channel = 6
volume = var(21)
persistent = 0

[State 10270, 2];背景1
type = Explod
trigger1 = time = 0
anim = 6101
ID = 10270
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10270, 2];背景2
type = Explod
trigger1 = time = 0
anim = 6102
ID = 10270
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10270, 2]
type = PlaySnd
trigger1 = time = 0
value = S12, 10
channel = 0
volume = var(21)
persistent = 0

[State 10270, 1]
type = SuperPause
trigger1 = time = 0
time = 99
anim = -1
;sound = S100,1
pos = 0,0
movetime = 99
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1
persistent = 0

[State 10270, 2];魔方陣1
type = Explod
trigger1 = animelemtime(1) = 2
trigger1 = NumExplod(10275) = 0
anim = 10275
ID = 10275
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 0, 0
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10275, 4]
type = ModifyExplod
trigger1 = NumExplod(10275) = 1
ID = 10275
scale = ifelse(time >= 61,1,2-time*0.0166666),ifelse(time >= 61,0.375,0.7-time*0.00625)


[State 10270, 2];魔方陣2
type = Explod
trigger1 = animelemtime(39) = 1
trigger1 = NumExplod(10276) = 0
anim = 10276
ID = 10276
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 0, 0
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10270, 4]
type = ModifyExplod
trigger1 = NumExplod(10276) = 1
ID = 10276
scale = ifelse(time >= 148,0.7,(time-117)*0.0333333*0.7),ifelse(time >= 148,0.225,(time-117)*0.0333333*0.225)

[State 10270, 2];パル
type = Explod
trigger1 = animelemtime(19) = 1
trigger1 = NumExplod(10280) = 0
anim = 10280
ID = 10280
pos = -35,0
postype = p1
facing = 1;ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 1, 1
sprpriority = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10270, 2];後光
type = Explod
trigger1 = animelemtime(19) = 1
trigger1 = NumExplod(10281) = 0
anim = 10281
ID = 10281
pos = -35,0
postype = p1
facing = 1;ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 1, 1
sprpriority = -2
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


[State 10270, 1]
type = helper
trigger1 = animelemtime(39) = 1
helpertype = normal
name = "love ball"
ID = 10285
pos = -35,-242
postype = p1
stateno = 10285
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1
supermovetime = 99999999
pausemovetime = 99999999
persistent = 0

[State 10270, 4]
type = powerset
trigger1 = animtime = 0
value = 0

[State 10270, 4]
type = varset
trigger1 = animtime = 0
v = 29
value = 2

[State 10270, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1






[Statedef 10285]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 7
anim = 10285

[State 10285, 1]
type = PlaySnd
trigger1 = time = 0
value = S21,3
channel = 5
persistent = 0
volume = var(21)

[State 10285, 1]
type = PlaySnd
trigger1 = time = 20
value = S21,0
channel = 1
persistent = 0
volume = var(21)

[State 10285, 1]
type = sprpriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 10285, 2]
type = angledraw
trigger1 = 1
scale = ifelse(time > 20,1,0.2+time*0.04)+var(1)*0.01,ifelse(time > 20,1,0.2+time*0.04)+var(1)*0.01
ignorehitpause = 1


[State 10285, 2]
type = trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 10285, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1


[State 10285, 2]
type = velmul
trigger1 = vel x <= 1
x = 1.1

[State 10285, 2]
type = velset
trigger1 = time = 21
x = 0.1

[State 10285, 2]
type = velset
trigger1 = time >= 21
y = -0.5*sin(time*0.07)

[State 10285, 2]
type = veladd
trigger1 = time >= 21
trigger1 = enemynear(0),const(size.head.pos.y) < -5
trigger1 = pos y != [enemynear(0),pos y + enemynear(0),const(size.head.pos.y), enemynear(0),pos y-5]
y = ifelse(pos y > enemynear(0),pos y, -0.5,0.5)



[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 10285, 3]
type = HitDef
trigger1 = 1
attr = A,HP
hitflag = MAF
guardflag = M
affectteam = E
animtype = diagup
air.animtype = diagup
fall.animtype = diagup
priority = 7,Hit
damage = 400,80
getpower = 0,0
givepower = ceil(fvar(5)*78), 39
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 48*ifelse(var(25) = 0,1,2)
guard.pausetime = 48, 48
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,6,7),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1, -13
guard.velocity = -3
air.velocity = -1, -13
airguard.velocity = -3, -2
ground.cornerpush.veloff = -3*1.3*var(24)*0.01
guard.cornerpush.veloff = -3*1.3*var(24)*0.01
air.cornerpush.veloff = -3*1.3*var(24)*0.01
airguard.cornerpush.veloff = -3*1.3*var(24)*0.01
down.cornerpush.veloff = -3*1.3*var(24)*0.01
air.juggle = 0
fall = 1
fall.recovertime = ceil(25*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -4, 0
down.hittime = 20
down.bounce = 0
id = 10285
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = 10
envshake.ampl = 3
p2facing = 1

[State 10285, 1]
type = varset
trigger1 = movecontact
v = 0
value = 1
ignorehitpause = 1

[State 10285, 1]
type = varadd
trigger1 = var(0) = 1
v = 1
value = 1
ignorehitpause = 1

[State 10285, 4];ヒットスパーク
type = null;Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10285, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*50)*0.01, ceil(root,fvar(5)*50)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 40
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -20
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 100]
type = PalFX
trigger1 = var(1) = 131 ; 消滅が始まる時間
time = 10 ; フェードする時間
add = -128,-128,-128
sinadd = -256,-256,-256, 128;フェードする早さ*1
;ignorehitpause = 1

[State 10285, 5]
type = destroyself
trigger1 = screenpos x != [-50,370]
;trigger2 = ScreenPos Y != [-10,250]
trigger2 = var(1) >= 140
ignorehitpause = 1



;******************************************************************************************
;******************************************************************************************
;時のアルカナ‐アヌトゥパーダ‐
;******************************************************************************************
;******************************************************************************************

;-----------------------------------------------------------------------------------------
;離縛の意
;-----------------------------------------------------------------------------------------
[Statedef 10700]
type = S
movetype = A
physics = S
velset = 0,0
anim = 10700
sprpriority = 1
ctrl = 0

;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(13) = 1
anim = 10705
ID = 10705
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(13) = 1
anim = 10705
ID = 10706
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-16)*0.033*0.7, (time-16)*0.033*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10706) = 1
ID = 10706
scale = (time-16)*0.033*0.7, (time-16)*0.033*0.225
removeongethit = 1
ignorehitpause = 1

[State 10700, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 10700, 1]
type = PlaySnd
trigger1 = animelemtime(14) = 2
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 10700, 1]
type = PlaySnd
trigger1 = animelemtime(14) = 2
value = S23,0
channel = 6
volume = var(21)
persistent = 0

[State 10700, 1]
type = helper
trigger1 = animelemtime(14) = 2
helpertype = normal
name = "ribaku"
ID = 10710
pos = 56,-68
postype = p1
stateno = 10710
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.25
size.yscale = 0.25
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 10700, 4]
type = varset
trigger1 = animelemtime(16) = 1
v = 12
value = 1

[State 10700, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;空中版
[Statedef 10715]
type = A
movetype = A
physics = N
;velset = 0,0
anim = 10701
sprpriority = 1
ctrl = 0

[State 10715, 1]
type = velset
trigger1 = time = 0
x = 0
y = vel y * 0.025
persistent = 0

[State 10715, 1]
type = velset
trigger1 = animtime = 0
x = 0
y = -0.48
persistent = 0

;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(13) = 1
anim = 10705
ID = 10705
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(13) = 1
anim = 10705
ID = 10706
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-16)*0.033*0.7, (time-16)*0.033*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10706) = 1
ID = 10706
scale = (time-16)*0.033*0.7, (time-16)*0.033*0.225
removeongethit = 1
ignorehitpause = 1


[State 10715, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 10715, 1]
type = PlaySnd
trigger1 = animelemtime(14) = 2
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 10715, 1]
type = PlaySnd
trigger1 = animelemtime(14) = 2
value = S23,0
channel = 6
volume = var(21)
persistent = 0

[State 10715, 1]
type = helper
trigger1 = animelemtime(14) = 2
helpertype = normal
name = "ribaku"
ID = 10710
pos = 56,-68
postype = p1
stateno = 10710
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.25
size.yscale = 0.25
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 10715, 4]
type = varset
trigger1 = animelemtime(16) = 1
v = 12
value = 1

[State 10715, 4]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 1





[Statedef 10710]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 3
anim = 10710

[State 10710, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2, 1]
type = Explod
trigger1 = time%3 = 0
trigger1 = time <= 39
anim = ifelse(time <= 33,10711 + time/3,10711)
ID = ifelse(time <= 33,10711 + time/3,10711)
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 10710, 1]
type = changestate
trigger1 = time = 60
value = 10711

[Statedef 10711]
type = A
movetype = A
physics = N
velset = 0.4,0
sprpriority = 3
anim = 10725

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State 10711, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10711, 1]
type = trans
trigger1 = 1
trans = add

[State 10711, 1]
type = angledraw
trigger1 = 1
scale = 2,2

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 10711, 2]
type = HitDef
trigger1 = anim = 10725
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 48,4
getpower = ceil(root,fvar(5)*88), 44
givepower = ceil(root,fvar(5)*29), 15
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 12*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 12
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -5.5, 0
guard.velocity = -3.5
air.velocity = -0.5, -4
airguard.velocity = -1, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
air.fall = 1
fall.recovertime = 30 + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 10711
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 10711, 2]
type = HitDef
trigger1 = anim = 10726
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 48,4
getpower = ceil(root,fvar(5)*88), 44
givepower = ceil(root,fvar(5)*29), 15
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 12*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 12
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -5.5, 0
guard.velocity = -3.5
air.velocity = -0.5, -4
airguard.velocity = -1, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
air.fall = 1
fall.recovertime = 30 + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 10712
hitonce = 0
kill = 1
numhits = 1
persistent = 0


[State 10711, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = anim = 10725
trigger1 = NumTarget(10711) >= 1
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10711, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
triggerall = moveguarded
trigger1 = anim = 10725
trigger1 = NumTarget(10711) >= 1
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10711, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = anim = 10726
trigger1 = NumTarget(10712) >= 1
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10711, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno = [5000,5999]
triggerall = moveguarded
trigger1 = anim = 10726
trigger1 = NumTarget(10712) >= 1
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = anim = 10725
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*91)*0.01, ceil(root,fvar(5)*91)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = anim = 10725
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = anim = 10726
trigger1 = movehit
trigger1 = NumTarget(10712) >= 1
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*91)*0.01, ceil(root,fvar(5)*91)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = anim = 10726
trigger1 = var(25) = 1
trigger1 = NumTarget(10712) >= 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 10711, 3]
type = changeanim
trigger1 = movecontact
value = 10726
elem = 2
persistent = 0
ignorehitpause = 1

[State 10711, 3]
type = varset
trigger1 = anim = 10726
trigger1 = animelemtime(1) = 1
v = 0
value = 1

[State 10711, 4]
type = velset
trigger1 = anim = 10726
x = 0

[State 10711, 4]
type = velmul
trigger1 = anim = 10725
x = 0.99

[State 10711, 4]
type = PalFX
trigger1 = anim = 10725
trigger1 = time = 100 ; 消滅が始まる時間
time = 10 ; 消え終わるまでの時間
add = -128,-128,-128
sinadd = -256,-256,-256,104
ignorehitpause = 1

[State 10711, 4]
type = destroyself
trigger1 = anim = 10725
trigger1 = time = 110
trigger2 = anim = 10726
trigger2 = var(0) = 1
trigger2 = animtime = 0






;-----------------------------------------------------------------------------------------
;無量光の意
;-----------------------------------------------------------------------------------------
[Statedef 10730]
type = S
movetype = A
physics = S
velset = 0,0
anim = 10730
sprpriority = 1
ctrl = 0

[State 10730, 1]
type = changeanim
trigger1 = time = 0
trigger1 = pos y != 0
value = 10731
persistent = 0

[State 10730, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y != 0
statetype = A
physics = N
persistent = 0

[State 10730, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 4,6
persistent = 0

[State 10730, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,9
channel = 5
volume = var(21)
persistent = 0

[State 10730, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(21) = 0
value = S23,1
channel = 1
volume = var(21)
persistent = 0

[State 10730, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(21) = 0
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 10730, 3]
type = SuperPause
trigger1 = time = 0
time = 60
anim = -1
;sound = S100,1
pos = 0,0
movetime = 60
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1
persistent = 0

[State 10730, 2];背景1
type = null;Explod
trigger1 = time = 0;animelemtime(14) = 0
anim = 6101
ID = 6101
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 48
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 10730, 2];背景2
type = Explod
trigger1 = time = 0;animelemtime(14) = 0
anim = 6102
ID = 6102
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 48
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0


;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(21) = 2
anim = 10735
ID = 10735
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(21) = 2
anim = 10736
ID = 10736
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = ifelse((time-30) > 23, 0.7, (time-30)*0.0427*0.7), ifelse((time-30) > 23, 0.225, (time-30)*0.0427*0.225)
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10736) = 1
ID = 10736
scale = ifelse((time-30) > 23, 0.7, (time-30)*0.0427*0.7), ifelse((time-30) > 23, 0.225, (time-30)*0.0427*0.225)
removeongethit = 1
ignorehitpause = 1

;魔方陣（背後）
[State -2, 1]
type = Explod
trigger1 = animelemtime(8) = 2
anim = 10737
ID = 10737
pos = 0,-60
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = (time-12)*0.0147, (time-12)*0.0147
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10737) = 1
ID = 10737
scale = (time-12)*0.0147, (time-12)*0.0147
removeongethit = 1
ignorehitpause = 1



[State 10730, 2];攻撃エフェクト1
type = Explod
trigger1 = animelemtime(21) = 2;animelemtime(28) = 5
anim = 10739
ID = 10739
pos = 52,-67
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 10730, 1]
type = HitDef
trigger1 = animelem = 30
attr = S,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 40,4
getpower = 0, 0
givepower = ceil(fvar(5)*29), 15
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 0*ifelse(var(25) = 0,1,2)
guard.pausetime = 8, 8
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = High
air.type = Low
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(30*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = 0, 0
guard.velocity = -2.5
air.velocity = 0, 0
airguard.velocity = -1, -2
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = 30 + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 10730
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 10730, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10730, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10730, 3]
type = helper
trigger1 = movehit
helpertype = normal
name = "muryoukou"
ID = 10740
pos = 0,enemynear(0),const(size.mid.pos.y)
postype = p2
stateno = 10740
keyctrl = 0
ownpal = 1
facing = -1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 10730, 3]
type = TargetState
trigger1 = NumTarget(10730) >= 1
tirgger1 = movehit
trigger1 = enemynear(0),stateno != [120,155]
value = 10755
ID = 10730
persistent = 0

[State 10730, 4]
type = movehitreset
trigger1 = movehit

[State 10730, 4]
type = varset
trigger1 = animelemtime(31) = 2
v = 12
value = 1

[State 10730, 4]
type = changestate
trigger1 = animtime = 0
value = ifelse(statetype = A,51,0)
ctrl = 1




;輪っかヘルパー
[Statedef 10740]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 4
anim = 10740

[State 10740, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10740, 2]
type = Explod
trigger1 = NumExplod(10741) = 0
trigger1 = var(0) = 0
anim = 10741
ID = 10741
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 148
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0
ignorehitpause = 1
[State 10740, 2]
type = Explod
trigger1 = NumExplod(10742) = 0
trigger1 = var(0) = 0
anim = 10742
ID = 10742
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 140
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0
ignorehitpause = 1
[State 10740, 2]
type = Explod
trigger1 = NumExplod(10743) = 0
trigger1 = var(0) = 0
anim = 10743
ID = 10743
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 132
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0
ignorehitpause = 1
[State 10740, 2]
type = Explod
trigger1 = NumExplod(10744) = 0
trigger1 = var(0) = 0
anim = 10744
ID = 10744
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 124
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0
ignorehitpause = 1
[State 10740, 2]
type = Explod
trigger1 = NumExplod(10745) = 0
trigger1 = var(0) = 0
anim = 10745
ID = 10745
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 116
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0
ignorehitpause = 1
[State 10740, 2]
type = Explod
trigger1 = NumExplod(10746) = 0
trigger1 = var(0) = 0
anim = 10746
ID = 10746
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 108
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0
ignorehitpause = 1
[State 10740, 2]
type = Explod
trigger1 = NumExplod(10747) = 0
trigger1 = var(0) = 0
anim = 10747
ID = 10747
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 100
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0
ignorehitpause = 1
[State 10740, 2]
type = Explod
trigger1 = NumExplod(10748) = 0
trigger1 = var(0) = 0
anim = 10748
ID = 10748
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 92
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0
ignorehitpause = 1
[State 10740, 2]
type = Explod
trigger1 = NumExplod(10749) = 0
trigger1 = var(0) = 0
anim = 10749
ID = 10749
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 84
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0
ignorehitpause = 1
[State 10740, 2]
type = Explod
trigger1 = NumExplod(10750) = 0
trigger1 = var(0) = 0
anim = 10750
ID = 10750
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 76
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0
ignorehitpause = 1
[State 10740, 2]
type = Explod
trigger1 = NumExplod(10751) = 0
trigger1 = var(0) = 0
anim = 10751
ID = 10751
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 68
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0
ignorehitpause = 1
[State 10740, 2]
type = Explod
trigger1 = NumExplod(10752) = 0
trigger1 = var(0) = 0
anim = 10752
ID = 10752
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = 60
scale = 0.5, 0.5
sprpriority = 5
ownpal = 0
ignorehitpause = 1

[State 10740, 3]
type = turn
trigger1 = facing = enemynear(0),facing

[State 10740, 4]
type = posset
trigger1 = 1
;x = ifelse(facing = enemynear(0),facing, enemynear(0),pos x*-1, enemynear(0),pos x)
x = enemynear(0),pos x
y = enemynear(0),pos y + enemynear(0),const(size.mid.pos.y)

[State 10740, 5-1]
type = varset
trigger1 = time = 0
v = 1
value = enemynear(0),GetHitVar(hitshaketime)
ignorehitpause = 1
persistent = 0

[State 10740, 5-2]
type = varset
trigger1 = time = 0
v = 2
value = enemynear(0),GetHitVar(hittime)
ignorehitpause = 1
persistent = 0

[State 10740, 5-3]
type = varset
trigger1 = time = 0
fv = 0
value = enemynear(0),GetHitVar(yaccel)
ignorehitpause = 1
persistent = 0

[State 10740, 5-4]
type = varset
trigger1 = time = 0
fv = 1
value = enemynear(0),GetHitVar(xvel)*ifelse(enemynear(0),GetHitVar(xvel) > 0,-1,1)
ignorehitpause = 1
persistent = 0

[State 10740, 5-5]
type = varset
trigger1 = time = 0
fv = 2
value = enemynear(0),GetHitVar(yvel)
ignorehitpause = 1
persistent = 0

[State 10740, 5-6]
type = changestate
triggerall = enemynear(0),stateno = [5000,5999]
triggerall = enemynear(0),time = 0
trigger1 = var(1) != enemynear(0),GetHitVar(hitshaketime)
trigger2 = var(2) != enemynear(0),GetHitVar(hittime)
trigger3 = fvar(0) != enemynear(0),GetHitVar(yaccel)
trigger4 = fvar(1) != enemynear(0),GetHitVar(xvel)*ifelse(enemynear(0),GetHitVar(xvel) > 0,-1,1)
trigger5 = fvar(2) != enemynear(0),GetHitVar(yvel)
value = 10740


[State 10740, 5-1]
type = varset
trigger1 = var(0) = 0
v = 1
value = 8
ignorehitpause = 1
persistent = 0
[State 10740, 5-1]
type = varset
trigger1 = var(0) = 0
v = 2
value = 25
ignorehitpause = 1
persistent = 0
[State 10740, 5-1]
type = varset
trigger1 = var(0) = 0
fv = 0
value = 0.2
ignorehitpause = 1
persistent = 0
[State 10740, 5-1]
type = varset
trigger1 = var(0) = 0
fv = 1
value = -1
ignorehitpause = 1
persistent = 0
[State 10740, 5-1]
type = varset
trigger1 = var(0) = 0
fv = 2
value = -4
ignorehitpause = 1
persistent = 0


[State 10740, 5]
type = varadd
trigger1 = 1
v = 0
value = 1
ignorehitpause = 1



[State 10740, 5]
type = varset
trigger1 = parent,movehit
trigger1 = parent,stateno != [600,620]
trigger1 = parent,stateno != 8100
trigger1 = parent,stateno != 11690
trigger2 = helper,movehit
v = 3
value = 0
ignorehitpause = 1

[State 10740, 5]
type = varset
trigger1 = parent,movehit
trigger1 = parent,stateno = [600,620]
trigger2 = Numhelper(10765) = 1
trigger2 = helper(10765),movehit
trigger3 = parent,stateno = 11690
trigger3 = parent,movehit
v = 3
value = 1
ignorehitpause = 1

[State 10740, 5]
type = varset
trigger1 = parent,movehit && parent,stateno = 8100 && (animelemtime(57) = [0,1])
v = 3
value = 2
ignorehitpause = 1

[State 600, 5]
type = targetstate
trigger1 = NumTarget(10740) >= 1
trigger1 = Target(10740),ishelper = 0
trigger1 = movehit
trigger1 = var(3) = 1
value = 610
ID = 10740

[State 10765, 2]
type = targetvelset
trigger1 = NumTarget(10740) >= 1
trigger1 = Target(10740),ishelper = 0
trigger1 = movehit
trigger1 = var(3) = 1
x = -8
y = 0
ID = 10740
persistent = 0

[State 8100, 5]
type = targetstate
trigger1 = NumTarget(10740) >= 1
trigger1 = Target(10740),ishelper = 0
trigger1 = movehit
trigger1 = var(3) = 2
value = 1630
ID = 10740


[State 10740, 6]
type = hitdef
trigger1 = parent,stateno != [3300,3350]
trigger1 = parent,stateno != [8300,8399]
trigger1 = var(0) = 158
attr = A,HP
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
damage = 0
getpower = 0, 0
givepower = 0, 0
pausetime = 0, var(1)
guard.pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
;hitsound = S0, 0
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
guard.slidetime = 0
air.hittime = var(2)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = fvar(0)
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = fvar(1), fvar(2)
airguard.velocity = 0, 0
air.juggle = 0
fall = 1
fall.recovertime = var(2)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
ID = 10740
hitonce = 0
kill = 1
numhits = 0
persistent = 0
;p2facing = 1

[State 10740, 8]
type = destroyself
trigger1 = var(0) >= 159


[State 10740, 9]
type = RemoveExplod
trigger1 = parent,stateno = 10730
trigger1 = parent,movehit
trigger1 = var(0) >= 65
ignorehitpause = 1

[State 10740, 9]
type = destroyself
trigger1 = parent,stateno = 10730
trigger1 = parent,movehit
trigger1 = var(0) >= 65
ignorehitpause = 1




;敵
[Statedef 10755]
type = A
movetype = H
physics = N
sprpriority = -1

[State 10755, 1]
type = null;changeanim
trigger1 = 1
value = anim
elem = 1

[State 10755, 1]
type = changeanim2
trigger1 = time = 0
value = 10755
ignorehitpause = 1

[State 10755, 1]
type = posset
trigger1 = time = 0
trigger1 = pos y >= 0
y = -1
persistent = 0
ignorehitpause = 1

[State 10755, 1]
type = NotHitBy
trigger1 = 1
value = ,AT
ignorehitpause = 1

[State 10755, 1]
type = palfx
trigger1 = 1
time = 1
mul = 128,128,128
ignorehitpause = 1

[State 10755, 2]
type = PosFreeze
trigger1 = 1
value = 1



;-----------------------------------------------------------------------------------------
;塵染の意
;-----------------------------------------------------------------------------------------
[Statedef 10760]
type    = A
physics = A
ctrl = 0
anim = 10760
sprpriority = 1

[State 10760, 1]
type = ReversalDef
trigger1 = 1
attr = A,NA
reversal.attr = SCA,AA,AP
pausetime = 0,20
sparkno = -1
sparkxy = 0,0
p1stateno = 10761

[state 10760, 2]
type = velset
trigger1 = time = 0
x = -2.1
y = -3.85

[State 10760, 5]
type = destroyself
trigger1 = time = 16

[Statedef 10761]
type    = S
physics = S
ctrl = 0
velset = 0,0
anim = 10761
sprpriority = 1

[State 10761, 1]
type = destroyself
trigger1 = animtime = 0




;-----------------------------------------------------------------------------------------
;因果の意（立ち）
;-----------------------------------------------------------------------------------------
[Statedef 10765]
type    = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 10765
sprpriority = 1

;魔方陣
[State -2, 1]
type = Explod
trigger1 = time = 0
anim = 10705
ID = 10765
pos = 0,-60
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = time*0.033*0.7, time*0.033*0.7
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10765) = 1
ID = 10765
scale = time*0.033*0.7, time*0.033*0.7
removeongethit = 1
ignorehitpause = 1

[State 10765, 1]
type = changeanim
trigger1 = animelemtime(1) = [0,1]
trigger1 = parent,command = "hold_y"
value = 10765
elem = 1

[State 10765, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 10765, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 10765, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S23, 0
channel = 6
volume = var(21)
persistent = 0

;衝撃波
[State 10765, 1]
type = helper
trigger1 = time = 0
trigger1 = Numhelper(10766) = 0
helpertype = normal
name = "syougekiha5E_tame"
ID = 10766
pos = 0,0
postype = p1
stateno = 10766
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 10765, 2]
type = StateTypeSet
trigger1 = animelemtime(2) >= 1
movetype = A

[State 10765, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemno(0) = 5
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-55+random%5
postype = p2
facing = 1
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10765, 1];ヒットスパーク（線）
type = helper
triggerall = movehit
trigger1 = animelemno(0) = 5
helpertype = normal
name = "hitspark"
ID = 6030
pos = 0,-55
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 10765, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = animelemno(0) = 5
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 10765, 1]
type = HitDef
trigger1 = parent,stateno != [5000,5999]
trigger1 = animelemno(0) = 5
attr = S,NP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 3,Hit
damage = 112
getpower = ceil(root,fvar(5)*235),117
givepower = ceil(root,fvar(5)*78), 39
pausetime = ceil(20*ifelse(var(25) = 0,1,1.5)), 20*ifelse(var(25) = 0,1,2)
guard.pausetime = 20, 20
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,6,5)
guardsound = S3, 7
ground.type = Low
air.type = Low
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(26*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0;0.3
ground.velocity = 0, 0;-4
guard.velocity = -8
air.velocity = 0, 0;-3.5
airguard.velocity = -4, -1.75
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -4, 0
down.hittime = 20
down.bounce = 0
id = 10765
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = 10
envshake.ampl = 3
p2facing = 1


[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*83)*0.01, ceil(root,fvar(5)*83)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 10765, 2]
type = targetstate
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(10765) >= 1
trigger1 = Target(10765),ishelper = 0
trigger1 = movehit
value = 610
ID = 10765
persistent = 0

[State 10765, 2]
type = targetvelset
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(10765) >= 1
trigger1 = Target(10765),ishelper = 0
trigger1 = movehit
x = -8
y = 0
ID = 10765
persistent = 0

[State 10765, 5]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,stateno = [5000,5999]
ignorehitpause = 1


[Statedef 10766]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 4
anim = 10766

[State 10766, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10766, 1]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 10766, 2]
type = turn
trigger1 = facing != parent,facing

[State 10766, 3]
type = changeanim
trigger1 = 1
value = 10766
elem = parent,animelemno(0)

[State 10766, 4]
type = destroyself
trigger1 = Numhelper(10765) = 0




;-----------------------------------------------------------------------------------------
;因果の意（しゃがみ）
;-----------------------------------------------------------------------------------------
[Statedef 10770]
type    = C
movetype= I
physics = C
juggle  = 1
ctrl = 0
anim = 10770
sprpriority = 1

;魔方陣
[State -2, 1]
type = Explod
trigger1 = time = 0
anim = 10705
ID = 10770
pos = 0,-60
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = time*0.033*0.7, time*0.033*0.7
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(10770) = 1
ID = 10770
scale = time*0.033*0.7, time*0.033*0.7
removeongethit = 1
ignorehitpause = 1

[State 10770, 1]
type = changeanim
trigger1 = animelemtime(1) = [0,1]
trigger1 = parent,command = "hold_y"
value = 10770
elem = 1

[State 10770, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 10770, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 10770, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S23, 0
channel = 6
volume = var(21)
persistent = 0

[State 10770, 2]
type = StateTypeSet
trigger1 = animelemtime(2) >= 1
movetype = A

[State 10770, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
triggerall = movehit
trigger1 = animelemno(0) = 5
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-55+random%5
postype = p2
facing = 1
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10770, 1];ヒットスパーク（線）
type = helper
triggerall = movehit
trigger1 = animelemno(0) = 5
helpertype = normal
name = "hitspark"
ID = 6030
pos = 0,-55
postype = p2
stateno = 6030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
sprpriority = 5
ignorehitpause=1
persistent = 0

[State 10770, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = animelemno(0) = 5
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 1000, 1]
type = HitDef
trigger1 = parent,stateno != [5000,5999]
trigger1 = animelemno(0) = 5
attr = C,NP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = diagup
air.animtype = diagup
fall.animtype = diagup
priority = 3,Hit
damage = 104
getpower = ceil(root,fvar(5)*235),117
givepower = ceil(root,fvar(5)*78), 39
pausetime = ceil(12*ifelse(var(25) = 0,1,1.5)), 12*ifelse(var(25) = 0,1,2)
guard.pausetime = 12, 12
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(66*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1, -13
guard.velocity = -3
air.velocity = -1, -13
airguard.velocity = -3, -2
ground.cornerpush.veloff = -3*1.3*root,var(24)*0.01
guard.cornerpush.veloff = -3*1.3*root,var(24)*0.01
air.cornerpush.veloff = -3*1.3*root,var(24)*0.01
airguard.cornerpush.veloff = -3*1.3*root,var(24)*0.01
down.cornerpush.veloff = -3*1.3*root,var(24)*0.01
air.juggle = 0
fall = 1
fall.recovertime = ceil(66*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -4, 0
down.hittime = 20
down.bounce = 0
id = 10770
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = 10
envshake.ampl = 3
p2facing = 1


[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*83)*0.01, ceil(root,fvar(5)*83)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 10770, 5]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,stateno = [5000,5999]
ignorehitpause = 1


;-----------------------------------------------------------------------------------------
;本不生の意
;-----------------------------------------------------------------------------------------
[Statedef 10780]
type = S
movetype = A
physics = S
velset = 0,0
anim = 10780
sprpriority = 1
ctrl = 0

[State 10780, 1]
type = varset
trigger1 = time = 0
v = 29
value = 3
persistent = 0

[State 10780, 2]
type = PlaySnd
trigger1 = time = 0
value = S20, 0
channel = 6
volume = var(21)
persistent = 0

[State 10780, 2];背景1
type = Explod
trigger1 = time = 0;animelemtime(7) = 0
anim = 6101
ID = 10780
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10780, 2];背景2
type = Explod
trigger1 = time = 0;animelemtime(7) = 0
anim = 6102
ID = 10780
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 10780, 2]
type = PlaySnd
trigger1 = animelemtime(8) = 0
value = S12, 8
channel = 0
volume = var(21)
persistent = 0

[State 10780, 2]
type = PlaySnd
trigger1 = animelemtime(34) = 0
value = S12, 10
channel = 0
volume = var(21)
persistent = 0

[State 10780, 1]
type = SuperPause
trigger1 = animelemtime(34) = 0
time = 82
anim = -1
;sound = S100,1
pos = 0,0
movetime = 82
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1
persistent = 0

[State 10780, 2];魔方陣（足元）
type = Explod
trigger1 = animelemtime(34) = 0
anim = 10735
ID = 10781
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 0, 0
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 2900, 4]
type = ModifyExplod
trigger1 = NumExplod(10781) = 1
trigger1 = time <= 187
ID = 10781
scale = 1*(time-119)*0.0147,0.375*(time-119)*0.0147

[State 10790, 6]
type = hitdef
trigger1 = animelemtime(51) = [0,1]
attr = A,HP
hitflag = MAFD
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
damage = 0
getpower = 0, 0
givepower = 0, 0
pausetime = 0, 0
guard.pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
;hitsound = S0, 0
;guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
guard.slidetime = 0
air.hittime = 25
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = -0.5, -4
airguard.velocity = 0, 0
air.juggle = 0
fall = 1
fall.recovertime = 25
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
ID = 10780
hitonce = 0
kill = 1
numhits = 0
persistent = 0
p2facing = 1

[State -2, 1]
type = helper
trigger1 = animtime = 0
helpertype = normal
name = "honhujyo"
ID = 10790
pos = 0,enemynear(0),const(size.mid.pos.y)
postype = p2
stateno = 10790
keyctrl = 0
ownpal = 1
facing = 1
;size.xscale = 1
;size.yscale = 1
supermovetime = 99999999
pausemovetime = 99999999
persistent = 0

[State 10780, 4]
type = varset
trigger1 = animtime = 0
v = 30
value = power

[State 10780, 4]
type = varset
trigger1 = animtime = 0
v = 29
value = 4

[State 10780, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;敵
[Statedef 10785]
type = A
movetype = H
physics = N
sprpriority = -1

[State 10785, 1]
type = changeanim
trigger1 = 1
value = anim
elem = animelemno(0)
ignorehitpause = 1

[State 10785, 1]
type = posset
trigger1 = time = 0
trigger1 = pos y >= 0
y = -1
persistent = 0
ignorehitpause = 1

[State 10785, 1]
type = NotHitBy
trigger1 = 1
value = ,AT
ignorehitpause = 1

[State 10785, 1]
type = palfx
trigger1 = 1
time = 1
mul = 128,128,128
ignorehitpause = 1

[State 10785, 2]
type = PosFreeze
trigger1 = 1
value = 1



;輪っかヘルパー
[Statedef 10790]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 4
anim = 10740

[State 10790, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 10790, 3]
type = turn
trigger1 = facing = enemynear(0),facing

[State 10790, 4]
type = posset
trigger1 = 1
;x = ifelse(facing = enemynear(0),facing, enemynear(0),pos x, enemynear(0),pos x*1)
x = enemynear(0),pos x
y = enemynear(0),pos y + enemynear(0),const(size.mid.pos.y)

[State 10790, 5-1]
type = varset
trigger1 = time = 0
v = 1
value = enemynear(0),GetHitVar(hitshaketime)
ignorehitpause = 1
persistent = 0

[State 10790, 5-2]
type = varset
trigger1 = time = 0
v = 2
value = enemynear(0),GetHitVar(hittime)
ignorehitpause = 1
persistent = 0

[State 10790, 5-3]
type = varset
trigger1 = time = 0
fv = 0
value = enemynear(0),GetHitVar(yaccel)
ignorehitpause = 1
persistent = 0

[State 10790, 5-4]
type = varset
trigger1 = time = 0
fv = 1
value = enemynear(0),GetHitVar(xvel)*ifelse(enemynear(0),GetHitVar(xvel) > 0,-1,1)
ignorehitpause = 1
persistent = 0

[State 10790, 5-5]
type = varset
trigger1 = time = 0
fv = 2
value = enemynear(0),GetHitVar(yvel)
ignorehitpause = 1
persistent = 0

[State 10790, 5-6]
type = changestate
triggerall = enemynear(0),stateno = [5000,5999]
triggerall = enemynear(0),time = 0
triggerall = parent,movetype = A
triggerall = root,var(29) = 4
trigger1 = var(1) != enemynear(0),GetHitVar(hitshaketime)
trigger2 = var(2) != enemynear(0),GetHitVar(hittime)
trigger3 = fvar(0) != enemynear(0),GetHitVar(yaccel)
trigger4 = fvar(1) != enemynear(0),GetHitVar(xvel)*ifelse(enemynear(0),GetHitVar(xvel) > 0,-1,1)
trigger5 = fvar(2) != enemynear(0),GetHitVar(yvel)
value = 10790

[State 10790, 5-1]
type = varset
trigger1 = var(0) = 0
v = 1
value = 8
ignorehitpause = 1
persistent = 0
[State 10790, 5-1]
type = varset
trigger1 = var(0) = 0
v = 2
value = 25
ignorehitpause = 1
persistent = 0
[State 10790, 5-1]
type = varset
trigger1 = var(0) = 0
fv = 0
value = 0.2
ignorehitpause = 1
persistent = 0
[State 10790, 5-1]
type = varset
trigger1 = var(0) = 0
fv = 1
value = -1
ignorehitpause = 1
persistent = 0
[State 10790, 5-1]
type = varset
trigger1 = var(0) = 0
fv = 2
value = -4
ignorehitpause = 1
persistent = 0

[State 10790, 5]
type = varadd
trigger1 = root,var(29) = 4
v = 0
value = 1
ignorehitpause = 1

[State 10740, 5]
type = varset
trigger1 = parent,movehit
trigger1 = parent,stateno != [600,620]
trigger1 = parent,stateno != 8100
trigger1 = parent,stateno != 11690
trigger2 = helper,movehit
v = 3
value = 0
ignorehitpause = 1

[State 10740, 5]
type = varset
trigger1 = parent,movehit
trigger1 = parent,stateno = [600,620]
trigger2 = Numhelper(10765) = 1
trigger2 = helper(10765),movehit
trigger3 = parent,stateno = 11690
trigger3 = parent,movehit
v = 3
value = 1
ignorehitpause = 1

[State 10740, 5]
type = varset
trigger1 = parent,movehit && parent,stateno = 8100 && (animelemtime(57) = [0,1])
v = 3
value = 2
ignorehitpause = 1

[State 600, 5]
type = targetstate
trigger1 = NumTarget(10790) >= 1
trigger1 = Target(10790),ishelper = 0
trigger1 = movehit
trigger1 = var(3) = 1
value = 610
ID = 10790
persistent = 0

[State 10765, 2]
type = targetvelset
trigger1 = NumTarget(10790) >= 1
trigger1 = Target(10790),ishelper = 0
trigger1 = movehit
trigger1 = var(3) = 1
x = -8
y = 0
ID = 10790
persistent = 0


[State 10790, 6]
type = hitdef
trigger1 = parent,stateno != [3300,3350]
trigger1 = parent,stateno != [8300,8399]
trigger1 = root,var(29) = 2
attr = A,HP
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
damage = 0
getpower = 0, 0
givepower = 0, 0
pausetime = 0, var(1)
guard.pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
;hitsound = S0, 0
;guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
guard.slidetime = 0
air.hittime = var(2)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = fvar(0)
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = fvar(1), fvar(2)
airguard.velocity = 0, 0
air.juggle = 0
fall = 1
fall.recovertime = var(2)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
ID = 10790
hitonce = 0
kill = 1
numhits = 0
persistent = 0

[State 10790, 8]
type = destroyself
trigger1 = root,var(29) = 2
trigger1 = movehit








;******************************************************************************************
;******************************************************************************************
;土のアルカナ‐オホツチ‐
;******************************************************************************************
;******************************************************************************************

;-----------------------------------------------------------------------------------------
;要石
;-----------------------------------------------------------------------------------------
[Statedef 11300]
type = S
movetype = A
physics = S
velset = 0,0
anim = 11300
sprpriority = 1
ctrl = 0

;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(13) = 1
anim = 11305
ID = 11305
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(13) = 1
anim = 11305
ID = 11306
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-18)*0.033*0.7, (time-18)*0.033*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(11306) = 1
ID = 11306
scale = (time-18)*0.033*0.7, (time-18)*0.033*0.225
removeongethit = 1
ignorehitpause = 1

[State 11300, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 11300, 1]
type = PlaySnd
trigger1 = animelemtime(13) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 11300, 1]
type = PlaySnd
trigger1 = animelemtime(14) = 1
value = S25,0
channel = 6
volume = var(21)
persistent = 0

[State 11300, 1]
type = helper
trigger1 = animelemtime(13) = 4
helpertype = normal
name = "kaname"
ID = 11310
pos = 111,-162
postype = p1
stateno = 11310
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 11300, 5]
type = StateTypeSet
trigger1 = time = 21
movetype = I

[State 11300, 6]
type = varset
trigger1 = time = 32
v = 12
value = 1

[State 11300, 7]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;空中版
[Statedef 11315]
type = A
movetype = A
physics = N
;velset = 0,0
anim = 11301
sprpriority = 1
ctrl = 0

[State 11315, 1]
type = velset
trigger1 = time = 0
x = 0
y = vel y * 0.025
persistent = 0

[State 11315, 1]
type = velset
trigger1 = animtime = 0
x = 0
y = -0.48
persistent = 0

;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(13) = 1
anim = 11305
ID = 11305
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(13) = 1
anim = 11305
ID = 11306
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-18)*0.033*0.7, (time-18)*0.033*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(11306) = 1
ID = 11306
scale = (time-18)*0.033*0.7, (time-18)*0.033*0.225
removeongethit = 1
ignorehitpause = 1


[State 11315, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 11315, 1]
type = PlaySnd
trigger1 = animelemtime(13) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 11315, 1]
type = PlaySnd
trigger1 = animelemtime(14) = 1
value = S25,0
channel = 6
volume = var(21)
persistent = 0

[State 11315, 1]
type = helper
trigger1 = animelemtime(13) = 4
helpertype = normal
name = "kaname"
ID = 11310
pos = 111,-162
postype = p1
stateno = 11310
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 11315, 5]
type = StateTypeSet
trigger1 = time = 21
movetype = I

[State 11315, 6]
type = varset
trigger1 = time = 32
v = 12
value = 1

[State 11315, 4]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 1



[Statedef 11310]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 5
anim = 7000

[State 11310, 1]
type = turn
trigger1 = p2dist x < 0

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State 11310, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11310, 1]
type = Explod
trigger1 = time = 0
anim = 11310
ID = 11310
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11310, 2]
type = changeanim
trigger1 = time = 17
value = 11311
persistent = 0

[State 11310, 3]
type = velset
trigger1 = time = 31
y = 6
persistent = 0

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 11310, 4]
type = HitDef
trigger1 = anim = 11311
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 88,8
getpower = ceil(root,fvar(5)*154), 77
givepower = ceil(root,fvar(5)*51), 26
pausetime = ceil(14*ifelse(var(25) = 0,1,1.5)), 14*ifelse(var(25) = 0,1,2)
guard.pausetime = 14, 14
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(56*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = 0, 0
guard.velocity = ifelse(facing = parent,facing, -5.5, 5.5)
air.velocity = 0, 10
airguard.velocity = ifelse(facing = parent,facing, -1, 1), -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = ceil(56*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11310
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 11310, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11310, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*83)*0.01, ceil(root,fvar(5)*83)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 16
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -8
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 11310, 7]
type = velset
triggerall = anim = 11311
trigger1 = pos y >= 0
trigger2 = movecontact
x = 0
y = 0
persistent = 0

[State 11310, 7]
type = changeanim
triggerall = anim = 11311
trigger1 = pos y >= 0
trigger2 = movecontact
value = 11312
persistent = 0

[State 11310, 7]
type = destroyself
trigger1 = anim = 11312
trigger1 = animtime = 0





;-----------------------------------------------------------------------------------------
;開地門
;-----------------------------------------------------------------------------------------
[Statedef 11330]
type = S
movetype = A
physics = S
velset = 0,0
anim = 11330
sprpriority = 1
ctrl = 0

;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(9) = 1
anim = 11335
ID = 11335
pos = 59,-67
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.2, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(9) = 1
anim = 11335
ID = 11336
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-14)*0.033*0.7, (time-14)*0.033*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(11336) = 1
ID = 11336
scale = ifelse(time > 44,0.7,(time-14)*0.033*0.7), ifelse(time > 44, 0.225,(time-14)*0.033*0.225)
removeongethit = 1
ignorehitpause = 1

[State 11330, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 11330, 1]
type = PlaySnd
trigger1 = animelemtime(9) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 11330, 1]
type = PlaySnd
trigger1 = animelemtime(11) = 3
value = S25,0
channel = 6
volume = var(21)
persistent = 0

[State 11330, 1]
type = helper
trigger1 = time = 0
helpertype = normal
name = "kaitimon"
ID = 11340
pos = 59,-67
postype = p1
stateno = 11340
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 11330, 1]
type = helper
trigger1 = time = 21
helpertype = normal
name = "antiP"
ID = 11341
pos = 59,-67
postype = p1
stateno = 11341
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 11330, 5]
type = StateTypeSet
trigger1 = time = 12
movetype = I

[State 11330, 6]
type = varset
trigger1 = time = 51
v = 12
value = 1

[State 11330, 7]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;空中版
[Statedef 11345]
type = A
movetype = A
physics = N
;velset = 0,0
anim = 11331
sprpriority = 1
ctrl = 0

[State 11345, 1]
type = velset
trigger1 = time = 0
x = 0
y = vel y * 0.025
persistent = 0

[State 11345, 1]
type = velset
trigger1 = animtime = 0
x = 0
y = -0.48
persistent = 0

;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(9) = 1
anim = 11335
ID = 11335
pos = 59,-67
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.2, 0.4
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(9) = 1
anim = 11335
ID = 11336
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-14)*0.033*0.7, (time-14)*0.033*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(11336) = 1
ID = 11336
scale = ifelse(time > 44,0.7,(time-14)*0.033*0.7), ifelse(time > 44,0.225,(time-14)*0.033*0.225)
removeongethit = 1
ignorehitpause = 1


[State 11345, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 11345, 1]
type = PlaySnd
trigger1 = animelemtime(9) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 11345, 1]
type = PlaySnd
trigger1 = animelemtime(11) = 3
value = S25,0
channel = 6
volume = var(21)
persistent = 0

[State 11345, 1]
type = helper
trigger1 = time = 0
helpertype = normal
name = "kaitimon"
ID = 11340
pos = 59,-67
postype = p1
stateno = 11340
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 11345, 1]
type = helper
trigger1 = time = 21
helpertype = normal
name = "antiP"
ID = 11341
pos = 59,-67
postype = p1
stateno = 11341
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 11345, 5]
type = StateTypeSet
trigger1 = time = 12
movetype = I

[State 11345, 6]
type = varset
trigger1 = time = 41
v = 12
value = 1

[State 11345, 4]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 1





[Statedef 11340]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 4
anim = 7000

[State 11340, 1]
type = BindToParent
trigger1 = parent,stateno = 11330 || parent,stateno = 11345
pos = 59,-67
ignorehitpause = 1

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State 11340, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 11340, 1]
type = Explod
trigger1 = time = 15
anim = 11340
ID = 11340
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11340, 2]
type = changeanim
trigger1 = time = 16
value = 11341
persistent = 0

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 11340, 4]
type = HitDef
trigger1 = parent,movetype != H
trigger1 = time = [23,27]
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,Hit
damage = 168,16
getpower = ceil(root,fvar(5)*154), 77
givepower = ceil(root,fvar(5)*51), 26
pausetime = ceil(42*ifelse(var(25) = 0,1,1.5)), 42*ifelse(var(25) = 0,1,2)
guard.pausetime = 42, 42
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = S25,1
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(56*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -6, 0
guard.velocity = -6
air.velocity = -4, -3.5
airguard.velocity = -4, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
air.fall = 1
fall.recovertime = ceil(56*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11340
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = ceil(42*ifelse(var(25) = 0,1,1.5))
envshake.ampl = 3

[State 11340, 4]
type = TargetBind
trigger1 = movecontact
trigger1 = NumTarget(11340) >= 1
trigger1 = p2dist x < 100
pos = 100,0-pos y + Target(11340),pos y
ID = 11340
time = 1
ignorehitpause = 1
persistent = 0


[State 11340, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6021+random%4
ID = 6021
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11340, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*50)*0.01, ceil(root,fvar(5)*50)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 40
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -20
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 11340, 7]
type = changeanim
trigger1 = movecontact
value = 11343
persistent = 0

[State 11340, 7]
type = RemoveExplod
trigger1 = parent,movetype = H
trigger2 = anim = 11341
trigger2 = animelemtime(13) = 1
trigger3 = movecontact
ID = 11340

[State 11340, 1]
type = Explod
trigger1 = movecontact
trigger2 = anim = 11341
trigger2 = animelemtime(13) = 1
anim = 11342
ID = 11342
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
persistent = 0

[State 11340, 7]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = animtime = 0

[Statedef 11341]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 4
anim = 11344

[State 11341, 1]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
ignorehitpause = 1

[State 11341, 1]
type = BindToParent
trigger1 = parent,stateno = 11330 || parent,stateno = 11345
pos = 59,-67
ignorehitpause = 1

[State 11341, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State 11341, 3]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AP
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
;hitsound = S1,1
p2stateno = 11342
ignorehitpause = 1

[State 11341, 3]
type = hitoverride
trigger1 = 1
attr = SCA,AP
stateno = 11341
ignorehitpause = 1

[State 11341, 7]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = parent,stateno != 11330 && parent,stateno != 11345
trigger3 = Numhelper(11340) = 1
trigger3 = helper(11340),anim = 11341 && helper(11340),animelemtime(9) = 1
trigger4 = Numhelper(11340) = 1
trigger4 = helper(11340),anim = 11343

[Statedef 11342]
sprpriority = 0

[State 11342, 1]
type = destroyself
trigger1 = Ishelper = 1

[State 11342, 1]
type = selfstate
trigger1 = Ishelper = 0
value = PrevStateno





[Statedef 11370]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 7000

[State -2, 1];根性値
type = defencemulset
trigger1 = 1
value = ifelse(root,Life > 400,1,1-(0.3-(0.075*(root,Life*0.01))))
ignorehitpause = 1

[State 11370, 1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 11370, 1]
type = BindToParent
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 11370, 1]
type = turn
trigger1 = facing != root,facing
ignorehitpause = 1

[State 11370, 1]
type = changeanim
trigger1 = 1
value = root,anim
elem = root,animelemno(0)
ignorehitpause = 1

[State 11370, 2]
type = StateTypeSet
trigger1 = root,statetype = S
statetype = S

[State 11370, 2]
type = StateTypeSet
trigger1 = root,statetype = C
statetype = C

[State 11370, 2]
type = StateTypeSet
trigger1 = root,statetype = A
statetype = A

[State 11370, 3]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 11370, 4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 11371

[State 11370, 5]
type = destroyself
trigger1 = root,var(1) != 5
trigger2 = Ishelper(11370)
trigger2 = root,var(31) = 0
trigger3 = Ishelper(11375)
trigger3 = root,var(29) != 1

[Statedef 11371]
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State -2, 1];根性値
type = defencemulset
trigger1 = 1
value = ifelse(root,Life > 400,1,1-(0.3-(0.075*(root,Life*0.01))))
ignorehitpause = 1

[State 11371, 1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 11371, 1]
type = BindToParent
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 11371, 1]
type = turn
trigger1 = facing != root,facing
ignorehitpause = 1

[State 11371, 3]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 11371, 1]
type = SuperPause
trigger1 = time = 0
time = GetHitVar(hitshaketime)
anim = -1
pos = 0,0
movetime = GetHitVar(hitshaketime)
darken = 0
p2defmul = 1
persistent = 0
ignorehitpause = 1

[State 11371, 4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 11371
ignorehitpause = 1

[State 11370, 1]
type = destroyself
trigger1 = hitshakeover
trigger2 = root,var(1) != 5
trigger3 = Ishelper(11370)
trigger3 = root,var(31) = 0
trigger4 = Ishelper(11375)
trigger4 = root,var(29) != 1



;-----------------------------------------------------------------------------------------
;開地門　殺鬼道
;-----------------------------------------------------------------------------------------
[Statedef 11380]
type = S
movetype = A
physics = S
velset = 0,0
anim = 11380
sprpriority = 1
ctrl = 0

[State 11380, 1]
type = changeanim
trigger1 = time = 0
trigger1 = pos y != 0
value = 11381
persistent = 0

[State 11380, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y != 0
statetype = A
physics = N
persistent = 0

[State 11380, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 4,6
persistent = 0

[State 11380, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,9
channel = 5
volume = var(21)
persistent = 0

[State 11380, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(24) = 0
value = S25,0
channel = 1
volume = var(21)
persistent = 0

[State 11380, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(24) = 0
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 11380, 3]
type = SuperPause
trigger1 = time = 0
time = 60
anim = -1
;sound = S100,1
pos = 0,0
movetime = 60
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1
persistent = 0

[State 11380, 2];背景1
type = null;Explod
trigger1 = time = 0
anim = 6101
ID = 6101
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 48
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 11380, 2];背景2
type = Explod
trigger1 = time = 0
anim = 6102
ID = 6102
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 48
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0


;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(24) = 2
anim = 11385
ID = 11385
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.2, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(24) = 2
anim = 11386
ID = 11386
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = ifelse((time-29) > 23, 0.7, (time-29)*0.0427*0.7), ifelse((time-29) > 23, 0.225, (time-29)*0.0427*0.225)
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(11386) = 1
ID = 11386
scale = ifelse((time-29) > 23, 0.7, (time-29)*0.0427*0.7), ifelse((time-29) > 23, 0.225, (time-29)*0.0427*0.225)
removeongethit = 1
ignorehitpause = 1

;魔方陣（背後）
[State -2, 1]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 11387
ID = 11387
pos = 0,-60
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = (time-12)*0.0147, (time-12)*0.0147
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(11387) = 1
ID = 11387
scale = (time-12)*0.0147, (time-12)*0.0147
removeongethit = 1
ignorehitpause = 1





[State 11380, 1]
type = helper
trigger1 = animelemtime(34) = 0
helpertype = normal
name = "sakkidou"
ID = 11390
pos = 59,-67
postype = p1
stateno = 11390
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 11380, 1]
type = helper
trigger1 = animelemtime(39) = 0
helpertype = normal
name = "antiP"
ID = 11391
pos = 59,-67
postype = p1
stateno = 11391
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 11380, 5]
type = StateTypeSet
trigger1 = animelemtime(34) = 1
movetype = I

[State 11380, 6]
type = varset
trigger1 = statetype != A
trigger1 = animelemtime(49) = 2
trigger2 = statetype = A
trigger2 = animelemtime(43) = 1
v = 12
value = 1

[State 11380, 7]
type = changestate
trigger1 = animtime = 0
value = ifelse(statetype = A,51,0)
ctrl = 1




[Statedef 11390]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 4
anim = 7000

[State 11390, 1]
type = BindToParent
trigger1 = parent,stateno = 11380
pos = 59,-67
ignorehitpause = 1

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State 11390, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 11390, 1]
type = Explod
trigger1 = time = 0
anim = 11390
ID = 11390
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11390, 2]
type = changeanim
trigger1 = time = 6
value = 11391
persistent = 0

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 11390, 4]
type = HitDef
trigger1 = parent,movetype != H
trigger1 = animelemtime(11) = [0,5]
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 1,Hit
damage = ifelse((p2dist x = [170,220]) && (pos y = [enemynear(0),const(size.mid.pos.y)+enemynear(0),pos y-15 ,enemynear(0),const(size.mid.pos.y)+enemynear(0),pos y+15]), 328,256),16
getpower = 0, 0
givepower = ceil(root,fvar(5)*51), 26
pausetime = ceil(48*ifelse(var(25) = 0,1,1.5)), 48*ifelse(var(25) = 0,1,2)
guard.pausetime = 48, 48
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = S25,1
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(26*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -6, 0
guard.velocity = -6
air.velocity = -4, -3.5
airguard.velocity = -4, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
air.fall = 1
fall.recovertime = ceil(26*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11390
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = ceil(48*ifelse(var(25) = 0,1,1.5))
envshake.ampl = 3

[State 11390, 4]
type = TargetBind
trigger1 = movecontact
trigger1 = NumTarget(11390) >= 1
trigger1 = p2dist x < 190
pos = p2dist x + 50,0-pos y + Target(11390),pos y
ID = 11390
time = 1
ignorehitpause = 1
persistent = 0


[State 11390, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6021+random%4
ID = 6021
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11390, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6051
ID = 6051
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*50)*0.01, ceil(root,fvar(5)*50)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 40
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -20
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 11390, 2]
type = targetstate
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(11390) >= 1
trigger1 = Target(11390),ishelper = 0
trigger1 = movehit
value = 610
ID = 11390
persistent = 0

[State 11390, 2]
type = targetvelset
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(11390) >= 1
trigger1 = Target(11390),ishelper = 0
trigger1 = movehit
x = -8
y = 0
ID = 11390
persistent = 0

[State 11390, 2]
type = targetstate
trigger1 = NumTarget(11390) >= 1
trigger1 = Target(11390),ishelper = 0
trigger1 = moveguarded
value = 630
ID = 11390
persistent = 0

[State 11390, 2]
type = targetvelset
trigger1 = NumTarget(11390) >= 1
trigger1 = Target(11390),ishelper = 0
trigger1 = moveguarded
x = -8
y = 0
ID = 11390
persistent = 0


[State 11390, 7]
type = changeanim
trigger1 = movecontact
value = 11393
persistent = 0

[State 11390, 7]
type = RemoveExplod
trigger1 = parent,movetype = H
trigger2 = anim = 11391
trigger2 = animelemtime(20) = 1
trigger3 = movecontact
ID = 11390

[State 11390, 1]
type = Explod
trigger1 = movecontact
trigger2 = anim = 11391
trigger2 = animelemtime(20) = 1
anim = 11392
ID = 11392
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
persistent = 0

[State 11390, 7]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = animtime = 0

[Statedef 11391]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 4
anim = 11394

[State 11391, 1]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
ignorehitpause = 1

[State 11391, 1]
type = BindToParent
trigger1 = parent,stateno = 11380
pos = 59,-67
ignorehitpause = 1

[State 11391, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State 11391, 3]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AP
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
;hitsound = S1,1
p2stateno = 11342
ignorehitpause = 1

[State 11391, 3]
type = hitoverride
trigger1 = 1
attr = SCA,AP
stateno = 11391
ignorehitpause = 1

[State 11391, 7]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = parent,stateno != 11380
trigger3 = Numhelper(11390) = 1
trigger3 = helper(11390),anim = 11391 && helper(11390),animelemtime(12) = 1
trigger4 = Numhelper(11390) = 1
trigger4 = helper(11390),anim = 11393






;-----------------------------------------------------------------------------------------
;開天府　滅鬼陣
;-----------------------------------------------------------------------------------------
[Statedef 11400]
type = S
movetype = A
physics = S
velset = 0,0
anim = 11400
sprpriority = 1
ctrl = 0

[State 11400, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 4,6
persistent = 0

[State 11400, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,9
channel = 5
volume = var(21)
persistent = 0

[State 11400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(24) = 0
value = S25,0
channel = 1
volume = var(21)
persistent = 0

[State 11400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(24) = 0
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 11400, 3]
type = SuperPause
trigger1 = time = 0
time = 60
anim = -1
;sound = S100,1
pos = 0,0
movetime = 60
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1
persistent = 0

[State 11400, 2];背景1
type = null;Explod
trigger1 = time = 0
anim = 6101
ID = 6101
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 48
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 11400, 2];背景2
type = Explod
trigger1 = time = 0
anim = 6102
ID = 6102
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 48
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0


;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(24) = 2
anim = 11385
ID = 11385
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.2, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(24) = 2
anim = 11386
ID = 11386
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = ifelse((time-29) > 23, 0.7, (time-29)*0.0427*0.7), ifelse((time-29) > 23, 0.225, (time-29)*0.0427*0.225)
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(11386) = 1
ID = 11386
scale = ifelse((time-29) > 23, 0.7, (time-29)*0.0427*0.7), ifelse((time-29) > 23, 0.225, (time-29)*0.0427*0.225)
removeongethit = 1
ignorehitpause = 1

;魔方陣（背後）
[State -2, 1]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 11387
ID = 11387
pos = 0,-60
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = (time-12)*0.0147, (time-12)*0.0147
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(11387) = 1
ID = 11387
scale = (time-12)*0.0147, (time-12)*0.0147
removeongethit = 1
ignorehitpause = 1

[State 11400, 1]
type = helper
trigger1 = animelemtime(37) = 1
helpertype = normal
name = "mekkijin"
ID = 11410
pos = ceil(p2dist x),0
postype = p1
stateno = 11410
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 11400, 5]
type = StateTypeSet
trigger1 = animelemtime(36) = 3
movetype = I

[State 11400, 6]
type = varset
trigger1 = animelemtime(41) = 3
v = 12
value = 1

[State 11400, 7]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



[Statedef 11410]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 4
anim = 7000

[State 11410, 1]
type = changeanim
trigger1 = time = 4
value = 11411
persistent = 0

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State 11410, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 11410, 1]
type = Explod
trigger1 = time = 0
anim = 11410
ID = 11410
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 11410, 4]
type = HitDef
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(10) <= 1
attr = A,SP
hitflag = MAF
guardflag = H
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 1,Hit
damage = 120,12
getpower = 0, 0
givepower = ceil(root,fvar(5)*51), 26
pausetime = 0, 0
guard.pausetime = 0, 20
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = S25,1
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(26*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.48
ground.velocity = 0, 0
guard.velocity = -4
air.velocity = 0, 13
airguard.velocity = -4, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recover = 0
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11410
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = ceil(48*ifelse(var(25) = 0,1,1.5))
envshake.ampl = 3

[State 11410, 4]
type = EnvShake
trigger1 = anim = 11411
trigger1 = animelemtime(11) = 0
time = 48
freq = 60
ampl = 3

[State 11410, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6021+random%4
ID = 6021
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11410, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6051
ID = 6051
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*70)*0.01, ceil(root,fvar(5)*70)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 20
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -10
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 11410, 1]
type = targetstate
trigger1 = Numhelper(10740) = 0
trigger1 = NumTarget(11410) >= 1
trigger1 = movehit
value = 11415
ID = 11410
persistent = 0

[State 11410, 1]
type = Explod
trigger1 = anim = 11411
trigger1 = animelemtime(11) = 0
anim = 6057
ID = 6057
pos = -50,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
persistent = 0
ignorehitpause = 1

[State 11410, 1]
type = Explod
trigger1 = anim = 11411
trigger1 = animelemtime(11) = 0
anim = 6057
ID = 6057
pos = 100,0
postype = p1
facing = -1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
persistent = 0
ignorehitpause = 1


[State 11410, 7]
type = RemoveExplod
trigger1 = anim = 11411
trigger1 = animtime = 0
ID = 11410
ignorehitpause = 1

[State 11410, 1]
type = Explod
trigger1 = anim = 11411
trigger1 = animtime = 0
anim = 11412
ID = 11412
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
persistent = 0
ignorehitpause = 1

[State 11410, 7]
type = changeanim
trigger1 = anim = 11411
trigger1 = animtime = 0
value = 11413
persistent = 0
ignorehitpause = 1

[State 11410, 7]
type = destroyself
trigger1 = anim = 11413
trigger1 = animtime = 0



;敵
;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 11415]
type    = L
movetype= H
physics = N
velset = 0,0

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = selfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

[State -3, 1]
type = destroyself
trigger1 = Ishelper = 1

[State 11415, 1]
type = selfstate
trigger1 = Numenemy >= 1
trigger1 = enemy(0),name = "Nazuna_Inuwaka"
trigger1 = enemy(0),Numhelper(11410) = 0
trigger2 = Numenemy >= 2
trigger2 = enemy(1),name = "Nazuna_Inuwaka"
trigger2 = enemy(1),Numhelper(11410) = 0
trigger3 = time >= 140
value = 5120



;-----------------------------------------------------------------------------------------
;大土神　大祓詞
;-----------------------------------------------------------------------------------------
[Statedef 11420]
type = S
movetype = A
physics = S
velset = 0,0
anim = 11420
sprpriority = 1
ctrl = 0

[State 11420, 1]
type = varset
trigger1 = time = 0
v = 29
value = 3
persistent = 0

[State 11420, 2]
type = PlaySnd
trigger1 = time = 0
value = S20, 0
channel = 6
volume = var(21)
persistent = 0

[State 11420, 2];背景1
type = Explod
trigger1 = time = 0
anim = 6101
ID = 11420
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11420, 2];背景2
type = Explod
trigger1 = time = 0
anim = 6102
ID = 11420
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11420, 2]
type = PlaySnd
trigger1 = time = 0
value = S12, 10
channel = 0
volume = var(21)
persistent = 0

[State 11420, 1]
type = SuperPause
trigger1 = time = 0
time = 162
anim = -1
;sound = S100,1
pos = 0,0
movetime = 162
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1
persistent = 0

[State 11420, 2];魔方陣（足元）
type = Explod
trigger1 = time = 0
anim = 11422
ID = 11422
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 0, 0
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11420, 4]
type = ModifyExplod
trigger1 = NumExplod(11422) = 1
trigger1 = time <= 68
ID = 11422
scale = ifelse(time > 68,1,1*time*0.0147),ifelse(time > 68,0.375,0.375*time*0.0147)

[State 11420, 1]
type = helper
trigger1 = animelemtime(27) = 3
helpertype = normal
name = "haraekotoba"
ID = 11430
pos = 0,0
postype = back
stateno = 11430
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1
supermovetime = 99999999
pausemovetime = 99999999
persistent = 0

[State 11420, 4]
type = powerset
trigger1 = animtime = 0
value = 0

[State 11420, 4]
type = varset
trigger1 = animtime = 0
v = 29
value = 2

[State 11420, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1





[Statedef 11430]
type = A
movetype = A
physics = N
velset = 0.7,0
sprpriority = -2
anim = 11430

[State 11430, 1]
type = PlaySnd
trigger1 = time = 0
value = S25, 2
channel = 6
volume = var(21)
persistent = 0

[State 11430, 1]
type = PlaySnd
trigger1 = anim = 11435
trigger1 = animelemtime(1) = 1
value = S25, 3
channel = 6
volume = var(21)
persistent = 0

[State 11430, 1]
type = changeanim
trigger1 = anim = 11430
trigger1 = animtime = 0
value = 11435
persistent = 0

[State 11430, 1]
type = changeanim
trigger1 = anim = 11435
trigger1 = animtime = 0
value = 11436
persistent = 0

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State 11410, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 11430, 4]
type = HitDef
trigger1 = anim = 11435
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(11) <= 1
attr = A,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 1,Hit
damage = 480,160
getpower = 0, 0
givepower = ceil(root,fvar(5)*51), 26
pausetime = 0, 48
guard.pausetime = 0, 48
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = S25,1
guardsound = S25,1
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(36*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.4
ground.velocity = -0.25, -30
guard.velocity = -1
air.velocity = -0.25, -30
airguard.velocity = -0.25, -30
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = ceil(36*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11430
hitonce = 0
kill = 1
numhits = 1
persistent = 0
envshake.time = ceil(48*ifelse(var(25) = 0,1,1.5))
envshake.ampl = 3

[State 11430, 4]
type = targetstate
trigger1 = Numtarget(11430) >= 1
trigger1 = moveguarded
trigger1 = target(11430),hitshakeover = 1
ID = 11430
value = 11440
ignorehitpause = 1
persistent = 0


[State 11430, 4]
type = EnvShake
trigger1 = anim = 11430
time = 150
freq = 60
ampl = 3
persistent = 0

[State 11430, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6021+random%4
ID = 6021
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11430, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6051
ID = 6051
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*50)*0.01, ceil(root,fvar(5)*50)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 40
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -20
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 11430, 1]
type = velset
trigger1 = anim = 11430
trigger1 = animelemtime(14) = 1
x = 0

[State 11410, 1]
type = Explod
trigger1 = time = 0
anim = 6056
ID = 6056
pos = 32,0
postype = p1
facing = 1
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 1, 1
sprpriority = -1
ownpal = 1
removeongethit = 1
persistent = 0
ignorehitpause = 1
[State 11410, 1]
type = Explod
trigger1 = time = 4
anim = 6056
ID = 6056
pos = -30,0
postype = p1
facing = 1
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 1, 1
sprpriority = -1
ownpal = 1
removeongethit = 1
persistent = 0
ignorehitpause = 1
[State 11410, 1]
type = Explod
trigger1 = time = 8
anim = 6056
ID = 6056
pos = -92,0
postype = p1
facing = 1
bindtime = -1
removetime = -1
supermovetime = 99999999
pausemovetime = 99999999
scale = 1, 1
sprpriority = -1
ownpal = 1
removeongethit = 1
persistent = 0
ignorehitpause = 1

[State 11430, 1]
type = RemoveExplod
trigger1 = animelemtime(14) = 1
ID = 6056

[State 11410, 1]
type = Explod
trigger1 = anim = 11435
anim = 6058
ID = 6058
pos = 100,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 1.5, 1.5
sprpriority = 5
ownpal = 1
removeongethit = 1
persistent = 0
ignorehitpause = 1

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(6058) = 1
trigger1 = anim = 11435
trigger1 = animelemtime(12) >= 11
ID = 6058
scale = 1.5 + (time-180)*0.0294117, 1.5 + (time-180)*0.0294117
removeongethit = 1
ignorehitpause = 1

[State 11430, 2]
type = AssertSpecial
trigger1 = anim = [11435,11436]
flag = noBG

[State 11430, 7]
type = destroyself
trigger1 = anim = 11436
trigger1 = animtime = 0



;敵のステート（ガークラ）
[Statedef 11440]
type = A
movetype = H
physics = N
velset = 0,0
anim = 5030
sprpriority = 1

[State 11440, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 11440, 1]
type = velset
trigger1 = time = 0
x = -0.25
y = -30
persistent = 0

[State 11440, 1]
type = veladd
trigger1 = 1
y = 0.4

[State 11440, 3]
type = changeanim2
trigger1 = time = 0
value = 630
elem = 1
persistent = 0

[State 11440, 4]
type = selfstate
trigger1 = time >= 36
value = 5040
ctrl = 0

[State 11440, 4]
type = selfstate
trigger1 = pos y > 0
value = 5100
ctrl = 0




;******************************************************************************************
;******************************************************************************************
;火のアルカナ‐ランゴン‐
;******************************************************************************************
;******************************************************************************************
;-----------------------------------------------------------------------------------------
;火仙弋
;-----------------------------------------------------------------------------------------
[Statedef 11600]
type = S
movetype = A
physics = S
;velset = 0,0
anim = 11600
sprpriority = 1
ctrl = 0

[State 11600, 1]
type = changeanim
trigger1 = time = 0
trigger1 = pos y != 0
value = 11601
persistent = 0

[State 11600, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y != 0
statetype = A
physics = N
persistent = 0

[State 11600, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype != A
x = 0
y = 0
persistent = 0

[State 11600, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype = A
x = 0
y = vel y * 0.025
persistent = 0

[State 11600, 1]
type = velset
trigger1 = animtime = 0
trigger1 = statetype = A
x = 0
y = -0.48
persistent = 0


;魔方陣（前方）
[State -2, 1]
type = helper
trigger1 = animelemtime(9) = 4
helpertype = normal
name = "fire ball"
ID = 11605
pos = 55,-66
postype = p1
stateno = 11605
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.1
size.yscale = 0.25
supermovetime = 0
pausemovetime = 0
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(10) = 1
anim = 11606
ID = 11606
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-12)*0.0333333*0.7, (time-12)*0.0333333*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(11606) = 1
ID = 11606
scale = (time-12)*0.0333333*0.7, (time-12)*0.0333333*0.225
removeongethit = 1
ignorehitpause = 1

[State 11600, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 11600, 1]
type = PlaySnd
trigger1 = animelemtime(9) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 11600, 1]
type = helper
trigger1 = statetype = S
trigger1 = animelemtime(10) = 1
trigger2 = statetype = A
trigger2 = animelemtime(12) = 1
helpertype = normal
name = "fire ball"
ID = 11610
pos = 55,-66
postype = p1
stateno = 11610
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 11600, 4]
type = varset
trigger1 = animelemtime(13) = 3
v = 12
value = 1

[State 11600, 4]
type = StateTypeSet
trigger1 = animelemtime(9) = 3
movetype = I

[State 11600, 4]
type = changestate
trigger1 = animtime = 0
value = ifelse(statetype = A,51,0)
ctrl = 1


;魔方陣（前方）
[Statedef 11605]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 3
anim = 11605

[State 11605, 1]
type = sprpriority
trigger1 = time = 0
value = 4

[State 11605, 2]
type = bindtoparent
trigger1 = 1
pos = 55,-66

[State 11605, 3]
type = trans
trigger1 = 1
trans = add

[State 11605, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11605, 4]
type = AssertSpecial
trigger1 = time = 0
flag = invisible
persistent = 0

[State 11605, 5]
type = angledraw
trigger1 = 1
value = ifelse(root,statetype != A,45,-45)

[State 11605, 6]
type = PalFX
trigger1 = time = 0 ; 出現が始まる時間
time = 9 ; フェードする時間
add = -255,-255,-255
sinadd = 256,256,256, 128;フェードする早さ*1
;ignorehitpause = 1

[State 11605, 7]
type = PalFX
trigger1 = time = 21 ; 消滅が始まる時間
time = 10 ; フェードする時間
add = -128,-128,-128
sinadd = -256,-256,-256, 128;フェードする早さ*1
;ignorehitpause = 1

[State 11605, 8]
type = destroyself
trigger1 = parent,stateno != 11600
trigger2 = time >= 31




[Statedef 11610]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 6
anim = 11610

[State 11610, 1]
type = varset
trigger1 = time = 0
v = 0
value = ifelse(root,statetype != A,1,2)
persistent = 0

[State 11610, 1]
type = PlaySnd
trigger1 = time = 0
value = S26,0
channel = 6
volume = root,var(21)
persistent = 0

[State 11610, 1]
type = velset
trigger1 = time = 0
x = 1
y = ifelse(parent,statetype != A,-1,1)

[State 11610, 1]
type = velmul
trigger1 = vel x < 5
x = 1.1
y = 1.1


[State 11610, 1]
type = null;velset
trigger1 = time = 0
x = 5
y = ifelse(parent,statetype != A,-5,5)

[State 11610, 1]
type = changeanim
trigger1 = time = 0
value = ifelse(root,statetype != A,11610,11611)


[State 11610, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 11610, 2]
type = Explod
trigger1 = time%7 = 0
anim = 11615
ID = 11615
pos = 0, 0
postype = p1
facing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 11610, 3]
type = HitDef
trigger1 = time >= 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 7,hit
damage = 96,9
getpower = ceil(root,fvar(5)*197), 98
givepower = ceil(root,fvar(5)*66), 33
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 12*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(ifelse(var(0)=1,40,36)*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -5.5
guard.velocity = -5
air.velocity = -3.5, ifelse(var(0)=1,-6,0)
airguard.velocity = -1, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
air.fall = 1
fall.recovertime = ceil(ifelse(var(0)=1,40,36)*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11620
hitonce = 0
kill = 1
numhits = 1
palfx.time = ifelse(var(0)=1,40,36)
palfx.add = 64,-64,-64
guard.dist = 65
persistent = 0

[State 11610, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6011+random%4
ID = 6011
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11610, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*83)*0.01, ceil(root,fvar(5)*83)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 16
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -8
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 11620, 1]
type = varset
trigger1 = movecontact
v = 1
value = 1
ignorehitpause = 1

[State 11610, 5]
type = changestate
trigger1 = movecontact
trigger2 = pos y > 0
value = 11620
ignorehitpause = 1

[State 11610, 5]
type = destroyself
trigger1 = screenpos x != [-30,350]
trigger2 = ScreenPos Y != [-50,290]



[Statedef 11620]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 6
anim = 7000

[State 11620, 1]
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 0
value = 6011+random%4
persistent = 0

[State 11620, 1]
type = changeanim
trigger1 = anim = [6011,6014]
trigger1 = animtime = 0
value = 7000
persistent = 0

[State 11620, 1]
type = PlaySnd
trigger1 = time = 0
value = S26,1
channel = 7
volume = var(21)
persistent = 0

[State 11620, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 11620, 2]
type = Explod
trigger1 = var(1) = 1
trigger1 = time%4 = 0
trigger1 = time < 20
anim = 11615
ID = 11615
pos = 0, -60
postype = p2
facing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 50, 50
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 11620, 2]
type = Explod
trigger1 = var(1) = 0
trigger1 = time%4 = 0
trigger1 = time < 20
anim = 11615
ID = 11615
pos = 0, 0
postype = p1
facing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 50, 50
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1


[State 11620, 3]
type = destroyself
trigger1 = time >= 40







;-----------------------------------------------------------------------------------------
;火攻焔
;-----------------------------------------------------------------------------------------
[Statedef 11630]
type = S
movetype = A
physics = S
;velset = 0,0
anim = 11630
sprpriority = 1
ctrl = 0

[State 11630, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y != 0
statetype = A
physics = N
persistent = 0

[State 11630, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype != A
trigger2 = statetype = A
trigger2 = pos y > -5
x = 0
y = 0
persistent = 0

[State 11630, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype = A
x = 0
y = vel y * 0.025
persistent = 0


[State 11630, 2]
type = varset
trigger1 = time = 0
v = 20
value = 0
persistent = 0

[State 11630, 2]
type = varadd
trigger1 = 1
v = 20
value = 1

[State 11630, 2]
type = changestate
trigger1 = command != "hold_y"
trigger1 = time = 10
trigger2 = command != "hold_y"
trigger2 = time = [12,21]
trigger3 = animtime = 0
value = 11631




[Statedef 11631]
movetype = I
;velset = 0,0
anim = 11631
sprpriority = 1
ctrl = 0

[State 11631, 1]
type = varset
trigger1 = time = 0
trigger1 = var(20) = 11
v = 20
value = 100
persistent = 0

[State 11631, 1]
type = varset
trigger1 = time = 0
trigger1 = var(20) = [13,22]
v = 20
value = 200
persistent = 0

[State 11631, 1]
type = varset
trigger1 = time = 0
trigger1 = var(20) = [23,33]
v = 20
value = 300
persistent = 0

[State 11631, 1]
type = changeanim
trigger1 = time = 0
value = 11630+floor(var(20)*0.01)


[State 11631, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y = 0
statetype = S
physics = S
persistent = 0

[State 11631, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y != 0
statetype = A
physics = N
persistent = 0

[State 11631, 1]
type = velset
trigger1 = statetype = A
trigger1 = pos y > -5
y = 0

[State 11631, 1]
type = velset
trigger1 = anim != 11634
trigger1 = animtime = 0
trigger1 = statetype = A
x = 0
y = -0.48
persistent = 0

;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(4) = 1
anim = 11635+ifelse(var(20) <= 200,0,1)
ID = 11635
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(4) = 1
anim = 11635+ifelse(var(20) <= 200,0,1)
ID = 11636
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.7, 0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(11636) = 1
ID = 11636
scale = ifelse((time-3)<=30,(time-3)*0.0333333*0.7,0.7), ifelse((time-3)<=30,(time-3)*0.0333333*0.225,0.225)
removeongethit = 1
ignorehitpause = 1

[State 11631, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 11631, 1]
type = PlaySnd
trigger1 = animelemtime(4) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 11631, 1]
type = helper
trigger1 = animelemtime(4) = 4
helpertype = normal
name = "fire"
ID = 11640
pos = 55,-66
postype = p1
stateno = 11640
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 11631, 4]
type = changeanim
trigger1 = var(20) = 200
trigger1 = Numhelper(11640) = 1
trigger1 = helper(11640),animelemtime(4) = 2
trigger1 = helper(11640),movecontact
value = 11634
persistent = 0

[State 11631, 4]
type = changeanim
triggerall = anim = 11634
triggerall = var(20) = 200
trigger1 = enemynear(0),stateno = [120,155]
trigger1 = time = 41
trigger2 = enemynear(0),stateno = [5000,5999]
trigger2 = time = 31
trigger3 = enemynear(0),stateno != [120,155]
trigger3 = enemynear(0),stateno != [5000,5999]
trigger3 = time = 41
value = 11632
elem = 14

[State 11631, 4]
type = changeanim
trigger1 = var(20) = 300
trigger1 = Numhelper(11640) = 1
trigger1 = helper(11640),animelemtime(5) = 1
trigger1 = helper(11640),movecontact
value = 11634
persistent = 0

[State 11631, 4]
type = changeanim
triggerall = anim = 11634
triggerall = var(20) = 300
trigger1 = enemynear(0),stateno = [120,155]
trigger1 = time = 86
trigger2 = enemynear(0),stateno = [5000,5999]
trigger2 = time = 76
trigger3 = enemynear(0),stateno != [120,155]
trigger3 = enemynear(0),stateno != [5000,5999]
trigger3 = time = 86
value = 11633
elem = 23


[State 11631, 4]
type = changestate
trigger1 = anim != 11634
trigger1 = animtime = 0
value = ifelse(statetype = A,51,0)
ctrl = 1





[Statedef 11640]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 6
anim = 11640

[State 11640, 1]
type = bindtoparent
trigger1 = root,stateno = [11630,11631]
pos = 55,-66
ignorehitpause = 1

[State 11640, 1]
type = PlaySnd
trigger1 = time = 0
value = S26,0
channel = 6
volume = root,var(21)
persistent = 0

[State 11640, 1]
type = changeanim
trigger1 = time = 0
value = 11639 + floor(root,var(20)*0.01)
persistent = 0

[State 11640, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1



[State 11640, 3];一段階
type = HitDef
trigger1 = anim = 11640
trigger1 = time = [4,14]
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 2,hit
damage = 80,8
getpower = ceil(root,fvar(5)*197), 98
givepower = ceil(root,fvar(5)*66), 33
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 15*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 7
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5, -4.5
guard.velocity = -4
air.velocity = -1.5, -4.5
airguard.velocity = -1, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11640
hitonce = 0
kill = 1
numhits = 1
palfx.time = 30
palfx.add = 64,-64,-64
guard.dist = 100
persistent = 0


[State 11640, 3];二段階その１
type = HitDef
triggerall = anim = 11641
trigger1 = animelemtime(4) = [1,4]
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 2,hit
damage = 12,1
getpower = ceil(root,fvar(5)*24), 12
givepower = ceil(root,fvar(5)*8), 4
pausetime = 4, 4*ifelse(var(25) = 0,1,2)
guard.pausetime = 4, 4
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -0.5
guard.velocity = -2
air.velocity = 0, -1.5
airguard.velocity = -1, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
air.fall = 1
fall.recovertime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11640
hitonce = 0
kill = 1
numhits = 1
palfx.time = 30
palfx.add = 64,-64,-64
guard.dist = 125

[State 11640, 3];二段階その２
type = HitDef
triggerall = anim = 11641
trigger1 = animelemtime(5) >= 1
trigger1 = animelemtime(9) <= 3
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 2,hit
damage = 88,8
getpower = ceil(root,fvar(5)*165), 82
givepower = ceil(root,fvar(5)*55), 28
pausetime = 4, 4*ifelse(var(25) = 0,1,2)
guard.pausetime = 4, 4
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5, -4.5
guard.velocity = -4
air.velocity = -1.5, -4.5
airguard.velocity = -1, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11640
hitonce = 0
kill = 1
numhits = 1
palfx.time = 30
palfx.add = 64,-64,-64
guard.dist = 125
persistent = 0




[State 11640, 3];三段階その１
type = HitDef
triggerall = anim = 11642
trigger1 = animelemtime(4) = 1
trigger2 = animelemtime(5) >= 1
trigger2 = animelemtime(6) <= 1
trigger2 = var(20) = 1
trigger3 = animelemtime(6) >= 2
trigger3 = animelemtime(7) <= 2
trigger3 = var(20) = 2
trigger4 = animelemtime(8) >= 1
trigger4 = animelemtime(9) <= 1
trigger4 = var(20) = 3
trigger5 = animelemtime(9) >= 2
trigger5 = animelemtime(10) <= 2
trigger5 = var(20) = 4
trigger6 = animelemtime(10) >= 3
trigger6 = animelemtime(11) <= 2
trigger6 = var(20) = 5
trigger7 = animelemtime(11) >= 3
trigger7 = animelemtime(12) <= 2
trigger7 = var(20) = 6
trigger8 = animelemtime(12) >= 3
trigger8 = animelemtime(13) <= 1
trigger8 = var(20) = 7
trigger9 = animelemtime(13) >= 2
trigger9 = animelemtime(13) <= 3
trigger9 = var(20) = 8
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 2,hit
damage = 12,1
getpower = ceil(root,fvar(5)*24), 12
givepower = ceil(root,fvar(5)*8), 4
pausetime = 4, 4*ifelse(var(25) = 0,1,2)
guard.pausetime = 4, 4
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -0.5
guard.velocity = -2
air.velocity = 0, -1.5
airguard.velocity = -1, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
air.fall = 1
fall.recovertime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11640
hitonce = 0
kill = 1
numhits = 1
palfx.time = 30
palfx.add = 64,-64,-64
guard.dist = 150

[State 11640, 3];三段階その２
type = HitDef
triggerall = anim = 11642
trigger1 = var(20) = 9
trigger1 = animelemtime(13) >= 4
trigger1 = animelemtime(15) <= 4
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 2,hit
damage = 100,10
getpower = ceil(root,fvar(5)*165), 82
givepower = ceil(root,fvar(5)*55), 28
pausetime = 4, 4*ifelse(var(25) = 0,1,2)
guard.pausetime = 4, 4
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5, -4.5
guard.velocity = -4
air.velocity = -1.5, -4.5
airguard.velocity = -1, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11640
hitonce = 0
kill = 1
numhits = 1
palfx.time = 30
palfx.add = 64,-64,-64
guard.dist = 150
persistent = 0

[State 11640, 1]
type = varadd
trigger1 = movecontact
trigger1 = hitpausetime = 3
v = 20
value = 1
ignorehitpause = 1



[State 11640, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 11615
ID = 11640
pos = 0,-60
postype = p2
random = 40,40
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.75, 0.75
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 10

[State 11610, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = anim = 11641
trigger1 = (animelemtime(4) = [1,4]) || animelemtime(5) = 1
trigger1 = hitpausetime = 3
trigger1 = movehit
trigger2 = anim = 11642
trigger2 = animelemtime(4) >= 1 && animelemtime(13) <= 3
trigger2 = hitpausetime = 3
trigger2 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*95)*0.01, ceil(root,fvar(5)*95)*0.01)
ignorehitpause = 1

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = anim = 11640
trigger1 = movehit
trigger2 = anim = 11641
trigger2 = animelemtime(5) >= 2
trigger2 = animelemtime(9) <= 3
trigger2 = movehit
trigger3 = anim = 11642
trigger3 = animelemtime(13) >= 4
trigger3 = animelemtime(15) <= 4
trigger3 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*83)*0.01, ceil(root,fvar(5)*83)*0.01)
ignorehitpause = 1
persistent = 0


[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = anim = 11641
trigger1 = (animelemtime(4) = [1,4]) || animelemtime(5) = 1
trigger1 = hitpausetime = 3
trigger1 = movehit
trigger2 = anim = 11642
trigger2 = animelemtime(4) >= 1 && animelemtime(13) <= 3
trigger2 = hitpausetime = 3
trigger2 = movehit
v = 24
value = 2
ignorehitpause = 1

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = anim = 11640
trigger1 = movehit
trigger2 = anim = 11641
trigger2 = animelemtime(5) >= 2
trigger2 = animelemtime(9) <= 3
trigger2 = movehit
trigger3 = anim = 11642
trigger3 = animelemtime(13) >= 4
trigger3 = animelemtime(15) <= 4
trigger3 = movehit
v = 24
value = 16
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = anim = 11641
trigger1 = (animelemtime(4) = [1,4]) || animelemtime(5) = 1
trigger1 = hitpausetime = 3
trigger1 = movehit
trigger2 = anim = 11642
trigger2 = animelemtime(4) >= 1 && animelemtime(13) <= 3
trigger2 = hitpausetime = 3
trigger2 = movehit
v = 26
value = -2
ignorehitpause = 1

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = anim = 11640
trigger1 = movehit
trigger2 = anim = 11641
trigger2 = animelemtime(5) >= 2
trigger2 = animelemtime(9) <= 3
trigger2 = movehit
trigger3 = anim = 11642
trigger3 = animelemtime(13) >= 4
trigger3 = animelemtime(15) <= 4
trigger3 = movehit
v = 26
value = -8
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 11640, 5]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H



;------------------------------------------------------------------------------------------
;操火統帥
;------------------------------------------------------------------------------------------
[Statedef 11660]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 4
anim = 11660

[State 11660, 1]
type = sprpriority
trigger1 = 1
value = 4
ignorehitpause = 1

[State 11660, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 11660, 1]
type = velset
trigger1 = time = 0
trigger1 = root,stateno = 100 || root,stateno = 110
x = root,vel x*0.25
y = 0

[State 11660, 1]
type = velset
trigger1 = time = 0
trigger1 = root,stateno = 105
x = 0
y = 0

[State 11660, 1]
type = velset
trigger1 = time = 0
trigger1 = root,stateno = 115
x = root,vel x*0.1
y = 0

[State 11660, 1]
type = velset
trigger1 = time = 0
trigger1 = root,stateno = [45,50]
x = root,vel x*0.1
y = root,vel y*0.1

[State 11660, 2]
type = PlaySnd
trigger1 = time = 14
value = S26,3
channel = 6
volume = root,var(21)
persistent = 0

[State 11660, 2]
type = Explod
trigger1 = time >= 15
trigger1 = time%4 = 0
anim = 11661
ID = 11661
pos = 0,0
postype = p1
velset = vel x, vel y
random = 50,50
facing = 1
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1


[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 11660, 3]
type = HitDef
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,hit
damage = 20,2
getpower = ceil(root,fvar(5)*44), 22
givepower = ceil(root,fvar(5)*15), 7
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 6*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 6
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,0,1),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 10 + ifelse(var(25) = 0,0,5)
ground.slidetime = 10 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -3
guard.velocity = -3
air.velocity = -0.5, -3.8
airguard.velocity = -0.25, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
air.fall = 1
fall.recovertime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11660
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 11660, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11660, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*95)*0.01, ceil(root,fvar(5)*95)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 4
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -2
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 11660, 4]
type = destroyself
trigger1 = animtime = 0





;------------------------------------------------------------------------------------------
;跳澗閻羅
;------------------------------------------------------------------------------------------
[Statedef 11670]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 3
anim = 7000

[State 11670, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 11670, 2]
type = bindtoparent
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 11670, 3]
type = changeanim
trigger1 = anim != root,anim+9670
trigger1 = root,anim != 48
value = root,anim+9670
ignorehitpause = 1



[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 11670, 3]
type = HitDef
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = medium
air.animtype = medium
fall.animtype = medium
priority = 1,hit
damage = 20,2
getpower = ceil(root,fvar(5)*44), 22
givepower = ceil(root,fvar(5)*15), 7
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 6*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 6
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,0,1),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 10 + ifelse(var(25) = 0,0,5)
ground.slidetime = 10 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,17,19)
guard.slidetime = ifelse(enemynear(0),statetype != A,17,19)
air.hittime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -3
guard.velocity = -3
air.velocity = -0.5, -3.8
airguard.velocity = -0.25, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
air.fall = 1
fall.recovertime = ceil(25*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11670
hitonce = 0
kill = 1
numhits = 1
palfx.time = 25
palfx.add = 64,-64,-64
persistent = 3

[State 11660, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
trigger1 = movehit < 2
anim = 6001+random%4
ID = 6001
pos = 0+random%5,-55+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 10

[State 11670, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = NumExplod(11671) < 6
trigger1 = movehit
trigger1 = movehit < 2
anim = 11615
ID = 11671
pos = 0,-55
postype = p2
random = 50,50
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 2


[State 11670, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = moveguarded < 2
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 10

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
trigger1 = movehit < 2
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*95)*0.01, ceil(root,fvar(5)*95)*0.01)
ignorehitpause = 1

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
trigger1 = movehit < 2
v = 24
value = 4
ignorehitpause = 1

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
trigger1 = movehit < 2
v = 26
value = -2
ignorehitpause = 1

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = movehit < 2
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
trigger1 = movehit < 2
v = 25
value = 0
ignorehitpause = 1

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 11670, 4]
type = destroyself
trigger1 = root,stateno != 2010 && root,stateno != 2110
trigger2 = root,var(29) != 1
ignorehitpause = 1






;==========================================================================================
;轟天焦
;==========================================================================================
[Statedef 11690]
type = A
movetype = A
physics = N
sprpriority = 1
ctrl = 0
velset = 0,0
anim = 11690

[State 11690, 1]
type = PlaySnd
trigger1 = time = 0
value = S3, 9
channel = 5
volume = var(21)
persistent = 0

[State 11690, 1]
type = PlaySnd
trigger1 = animelemtime(2) = 1
value = S6, 1
channel = 0
volume = var(21)
persistent = 0

[State 11690, 1]
type = PlaySnd
trigger1 = animelemtime(2) = 1
value = S26, 2
channel = 6
volume = var(21)
persistent = 0

[State 11690, 1]
type = SuperPause
trigger1 = time = 0
time = 40
anim = -1
;sound = S100,1
pos = 0,0
movetime = 40
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1
persistent = 0

[State 11690, 2]
type = NotHitBy
trigger1 = animelemtime(3) <= 4
value = SCA
ignorehitpause = 1


[State 11690, 3];背景1
type = null;Explod
trigger1 = time = 0
anim = 6101
ID = 6101
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 48
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 11690, 3];背景2
type = Explod
trigger1 = time = 0
anim = 6102
ID = 6102
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 50
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0



[State 11690, 4];魔方陣
type = Explod
trigger1 = time = 0
anim = 11695
ID = 11695
pos = 0,-60
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 2, 2
sprpriority = -1
ownpal = 1
removeongethit = 1
persistent = 0

[State 11690, 4]
type = ModifyExplod
trigger1 = NumExplod(11695) = 1
trigger1 = time <= 20
ID = 11695
scale = 1.5-time*0.025,1.5-time*0.025
ignorehitpause = 1

[State 11690, 4]
type = ModifyExplod
trigger1 = NumExplod(11695) = 1
trigger1 = time = [21,53]
ID = 11695
scale = 1,1
ignorehitpause = 1

[State 11690, 4]
type = ModifyExplod
trigger1 = NumExplod(11695) = 1
trigger1 = time >= 54
ID = 11695
scale = 1-(time-53)*0.0588235,1-(time-53)*0.0588235
ignorehitpause = 1


[State 11690, 5];エフェクト
type = helper
trigger1 = animelemtime(2) = 7
helpertype = normal
name = "fire"
ID = 11700
pos = 0,-60
postype = p1
stateno = 11700
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 1
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
persistent = 0

[State 11690, 1]
type = HitDef
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(3) <= 4
attr = A,HA
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 7,Hit
damage = 180,18
getpower = 0, 0
givepower = ceil(fvar(5)*66), 33
pausetime = ceil(6*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 6, 10
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,24,28)
guard.slidetime = ifelse(enemynear(0),statetype != A,24,28)
air.hittime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -3, 0
guard.velocity = -3
air.velocity = -0.5, -3.8
airguard.velocity = -0.75, -2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 11690
hitonce = 0
kill = 1
numhits = 1
persistent = 0
palfx.time = 60
palfx.add = 64,-64,-64
p2facing = 1

[State 11690, 1]
type = TargetLifeAdd
trigger1 = NumTarget(11690) >= 1
trigger1 = movehit
value = ceil(ifelse(animelemtime(3)=1,-40,ifelse(animelemtime(3)=2,-20,0))*fvar(5)*0.9*fvar(8)*fvar(3))
ID = 11690
abusolute = 0
kill = 1
ignorehitpause = 1
persistent = 0

[State 11690, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 11615
ID = 11615
pos = -5+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.75, 0.75
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11690, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11690, 2]
type = targetvelset
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(11690) >= 1
trigger1 = Target(11690),ishelper = 0
trigger1 = movehit
x = -8
y = 0
ID = 11690
persistent = 0

[State 11690, 2]
type = targetstate
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(11690) >= 1
trigger1 = Target(11690),ishelper = 0
trigger1 = movehit
value = 610
ID = 11690
persistent = 0



[State 11690, 7]
type = velset
trigger1 = animelemtime(2) = 1
y = -0.5
[State 11690, 7]
type = velset
trigger1 = animelemtime(4) = 31
y = 0
[State 11690, 7]
type = velset
trigger1 = animelemtime(4) = 36
y = 0.5

[State 11690, 8]
type = varset
trigger1 = movecontact
v = 12
value = 1


[State 11690, 8]
type = changestate
trigger1 = animtime = 0
value = 11691
ctrl = 0


[Statedef 11691]
type    = A
movetype = I
physics = N
anim = 11691

[State 11691, 1]
type = gravity
trigger1 = 1

[State 11691, 2]
type = changestate
trigger1 = pos y >= 0
value = 11692


;---------------------------------------------------------------------------
; Jump Land
[Statedef 11692]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 11692

[State 11692, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,2
channel = 3
volume = var(21)
persistent = 0

[State 11692, 1]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < 0
persistent = 0

[State 11692, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 11692, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 11692, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 11692, 3]
type = ctrlset
trigger1 = time = 9
value = 1

[State 11692, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 11700]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 5
anim = 11700

[State 11700, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11700, 2]
type = trans
trigger1 = 1
trans = Add

[State 11700, 3]
type = bindtoparent
trigger1 = root,stateno = 11690
pos = 0,-60

[State 11700, 4]
type = angledraw
trigger1 = time <= 20
scale = time*0.05,time*0.05

[State 11700, 4]
type = angledraw
trigger1 = time >= 21
scale = 1,1

[State 11700, 5]
type = destroyself
trigger1 = animtime = 0









;-----------------------------------------------------------------------------------------
;火孔覇
;-----------------------------------------------------------------------------------------
[Statedef 11720]
type = S
movetype = I
physics = S
;velset = 0,0
anim = 11720
sprpriority = 1
ctrl = 0

[State 11720, 1]
type = changeanim
trigger1 = time = 0
trigger1 = pos y != 0
value = 11721
persistent = 0

[State 11720, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y != 0
statetype = A
physics = N
persistent = 0

[State 11720, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype != A
trigger2 = statetype = A
trigger2 = pos y >= 0
x = 0
y = 0
persistent = 0

[State 11720, 1]
type = velset
trigger1 = time = 0
trigger1 = statetype = A
x = 0
y = vel y * 0.025
persistent = 0

[State 11720, 1]
type = velset
trigger1 = anim != 11722
trigger1 = animtime = 0
trigger1 = statetype = A
x = 0
y = -0.48
persistent = 0

[State 11720, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 4,6
persistent = 0

[State 11720, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,9
channel = 5
volume = var(21)
persistent = 0

[State 11720, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(13) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0


[State 11720, 3]
type = SuperPause
trigger1 = time = 0
time = 40
anim = -1
;sound = S100,1
pos = 0,0
movetime = 40
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1
persistent = 0

[State 11720, 2];背景1
type = null;Explod
trigger1 = time = 0;animelemtime(14) = 0
anim = 6101
ID = 6101
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 48
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 11720, 2];背景2
type = Explod
trigger1 = time = 0;animelemtime(14) = 0
anim = 6102
ID = 6102
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 60
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0


;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(16) = 1
anim = 11725
ID = 10725
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.2, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(16) = 1
anim = 11726
ID = 11726
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = ifelse(time>=80, 0.7, (time-40)*0.025*0.7), ifelse(time>=80, 0.225, (time-40)*0.025*0.225)
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(11726) = 1
ID = 11726
scale = ifelse(time>=80, 0.7, (time-40)*0.025*0.7), ifelse(time>=80, 0.225, (time-40)*0.025*0.225)
removeongethit = 1
ignorehitpause = 1

;魔方陣（背後）
[State -2, 1]
type = Explod
trigger1 = time = 0
anim = 11727
ID = 11727
pos = 0,-60
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1, 1
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11720, 4]
type = ModifyExplod
trigger1 = NumExplod(11727) = 1
trigger1 = time <= 20
ID = 11727
scale = 1.5-time*0.025,1.5-time*0.025
ignorehitpause = 1

[State 11720, 4]
type = ModifyExplod
trigger1 = NumExplod(11727) = 1
trigger1 = time = [21,53]
ID = 11727
scale = 1,1
ignorehitpause = 1

[State 11720, 4]
type = ModifyExplod
trigger1 = NumExplod(11727) = 1
trigger1 = time >= 54
ID = 11727
scale = 1-(time-53)*0.0588235,1-(time-53)*0.0588235
ignorehitpause = 1


[State 11720, 1]
type = helper
trigger1 = animelemtime(16) = 1
helpertype = normal
name = "fire"
ID = 11730
pos = 55,-66
postype = p1
stateno = 11730
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.75
size.yscale = 0.75
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 11720, 4]
type = varset
trigger1 = time >= 86
v = 12
value = 1

[State 11720, 5]
type = changeanim
trigger1 = anim = [11720,11721]
trigger1 = Numhelper(11730) = 1
trigger1 = helper(11730),animelemtime(10) >= 1
trigger1 = helper(11730),movecontact
value = 11722
persistent = 0

[State 11720, 6]
type = changeanim
triggerall = anim = 11722
trigger1 = statetype = A
trigger1 = time = 151
trigger2 = statetype != A
trigger2 = time = 146
value = ifelse(statetype = A,11721,11720)
elem = ifelse(statetype = A,41,40)

[State 11720, 4]
type = changestate
trigger1 = anim != 11722
trigger1 = animtime = 0
value = ifelse(statetype = A,51,0)
ctrl = 1





[Statedef 11730]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 7
anim = 11730

[State 11730, 1]
type = bindtoparent
trigger1 = root,stateno = 11720
pos = 55,-66
ignorehitpause = 1

[State 11730, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 11730, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S26,0
channel = 6
volume = root,var(21)
persistent = 0





[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1


[State 11720, 3];三段階その１
type = HitDef
trigger1 = animelemtime(10) = [1,3]
trigger2 = animelemtime(11) = [1,3]
trigger2 = var(20) = 1
trigger3 = animelemtime(11) >= 4
trigger3 = animelemtime(12) <= 2
trigger3 = var(20) = 2
trigger4 = animelemtime(12) >= 3
trigger4 = animelemtime(13) <= 1
trigger4 = var(20) = 3
trigger5 = animelemtime(13) >= 2
trigger5 = animelemtime(13) <= 4
trigger5 = var(20) = 4
trigger6 = animelemtime(14) >= 1
trigger6 = animelemtime(14) <= 3
trigger6 = var(20) = 5
trigger7 = animelemtime(14) >= 4
trigger7 = animelemtime(15) <= 2
trigger7 = var(20) = 6
trigger8 = animelemtime(15) >= 3
trigger8 = animelemtime(16) <= 1
trigger8 = var(20) = 7
trigger9 = animelemtime(16) >= 2
trigger9 = animelemtime(16) <= 4
trigger9 = var(20) = 8
trigger10 = animelemtime(17) >= 1
trigger10 = animelemtime(17) <= 3
trigger10 = var(20) = 9
trigger11 = animelemtime(17) >= 4
trigger11 = animelemtime(18) <= 2
trigger11 = var(20) = 10
trigger12 = animelemtime(18) >= 3
trigger12 = animelemtime(19) <= 1
trigger12 = var(20) = 11
trigger13 = animelemtime(19) >= 2
trigger13 = animelemtime(19) <= 4
trigger13 = var(20) = 12
trigger14 = animelemtime(20) >= 1
trigger14 = animelemtime(20) <= 3
trigger14 = var(20) = 13
attr = A,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 2,hit
damage = 16,2
getpower = 0, 0
givepower = ceil(root,fvar(5)*8), 4
pausetime = 4, 4*ifelse(var(25) = 0,1,2)
guard.pausetime = 4, 4
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -0.5,-1
guard.velocity = -2
air.velocity = 0, -0.5
airguard.velocity = -1, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11730
hitonce = 0
kill = 1
numhits = 1
palfx.time = 30
palfx.add = 64,-64,-64
guard.dist = 150

[State 11720, 3];三段階その２
type = HitDef
trigger1 = var(20) = 14
trigger1 = animelemtime(20) >= 4
trigger1 = animelemtime(22) <= 4
attr = A,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 2,hit
damage = 120,12
getpower = 0, 0
givepower = ceil(root,fvar(5)*55), 28
pausetime = 4, 4*ifelse(var(25) = 0,1,2)
guard.pausetime = 4, 4
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random <= 499,4,5),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5, -4.5
guard.velocity = -4
air.velocity = -1.5, -4.5
airguard.velocity = -1, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11731
hitonce = 0
kill = 1
numhits = 1
palfx.time = 30
palfx.add = 64,-64,-64
guard.dist = 150
persistent = 0

[State 11720, 1]
type = varadd
trigger1 = movecontact
trigger1 = hitpausetime = 3
v = 20
value = 1
ignorehitpause = 1



[State 11730, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 11615
ID = 11730
pos = 0,-60
postype = p2
random = 40,40
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.75, 0.75
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 10

[State 11720, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 10

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = animelemtime(10) >= 1 && animelemtime(20) <= 3
trigger1 = hitpausetime = 3
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*95)*0.01, ceil(root,fvar(5)*95)*0.01)
ignorehitpause = 1

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = animelemtime(20) >= 4
trigger1 = animelemtime(22) <= 4
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*70)*0.01, ceil(root,fvar(5)*70)*0.01)
ignorehitpause = 1
persistent = 0


[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = animelemtime(10) >= 1 && animelemtime(20) <= 3
trigger1 = hitpausetime = 3
trigger1 = movehit
v = 24
value = 2
ignorehitpause = 1

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = animelemtime(20) >= 4
trigger1 = animelemtime(22) <= 4
trigger1 = movehit
v = 24
value = 20
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = animelemtime(10) >= 1 && animelemtime(20) <= 3
trigger1 = hitpausetime = 3
trigger1 = movehit
v = 26
value = -2
ignorehitpause = 1

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = animelemtime(20) >= 4
trigger1 = animelemtime(22) <= 4
trigger1 = movehit
v = 26
value = -10
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 11720, 5]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H







;------------------------------------------------------------------------------------------
;插翅大聖
;------------------------------------------------------------------------------------------
[Statedef 11750]
type = S
movetype = I
physics = S
velset = 0,0
anim = 11750
sprpriority = 1
ctrl = 0

[State 11750, 1]
type = varset
trigger1 = time = 0
v = 29
value = 3
persistent = 0

[State 11750, 2]
type = PlaySnd
trigger1 = time = 0
value = S20, 0
channel = 6
volume = var(21)
persistent = 0

[State 11750, 2];背景1
type = Explod
trigger1 = time = 0
anim = 6101
ID = 11750
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11750, 2];背景2
type = Explod
trigger1 = time = 0
anim = 6102
ID = 11750
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11750, 2]
type = PlaySnd
trigger1 = time = 0
value = S12, 10
channel = 0
volume = var(21)
persistent = 0

[State 11750, 1]
type = SuperPause
trigger1 = time = 0
time = 99
anim = -1
;sound = S100,1
pos = 0,0
movetime = 99
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1
persistent = 0

[State 11750, 2];魔方陣1
type = Explod
trigger1 = time = 0
trigger1 = NumExplod(11755) = 0
anim = 11755
ID = 11755
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 0, 0
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11750, 4]
type = ModifyExplod
trigger1 = NumExplod(11755) = 1
trigger1 = time <= 50
ID = 11755
scale = 2-time*0.02,0.7-time*0.0075

[State 11750, 4]
type = ModifyExplod
trigger1 = NumExplod(11755) = 1
trigger1 = time = [51,75]
ID = 11755
scale = 1,0.375

[State 11750, 4]
type = ModifyExplod
trigger1 = NumExplod(11755) = 1
trigger1 = time >= 76
ID = 11755
scale = 1-(time-75)*0.05,0.375-(time-75)*0.0075


[State 11750, 2];魔方陣2
type = Explod
trigger1 = animelemtime(28) = 1
trigger1 = NumExplod(11756) = 0
anim = 11756
ID = 11756
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 99999999
pausemovetime = 99999999
scale = 0, 0
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11750, 4]
type = ModifyExplod
trigger1 = NumExplod(11756) = 1
ID = 11756
scale = ifelse(time >= 118,0.7,(time-87)*0.0233333),ifelse(time >= 118,0.225,(time-87)*0.0075)


[State 11750, 1]
type = helper
trigger1 = animelemtime(32) = 1
helpertype = normal
name = "lang-gong1"
ID = 11760
pos = -80,0
postype = back
stateno = 11760
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 99999999
pausemovetime = 99999999
size.ground.back = 42
size.ground.front = 42
size.air.back = 40
size.air.front = 40
size.height = 100
persistent = 0

[State 11750, 1]
type = helper
trigger1 = animelemtime(32) = 1
helpertype = normal
name = "lang-gong2"
ID = 11761
pos = -170,0
postype = back
stateno = 11761
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 99999999
pausemovetime = 99999999
size.ground.back = 20
size.ground.front = 20
size.air.back = 20
size.air.front = 20
size.height = 100
persistent = 0


[State 11750, 4]
type = powerset
trigger1 = animtime = 0
value = 0

[State 11750, 4]
type = varset
trigger1 = animtime = 0
v = 29
value = 2

[State 11750, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



[Statedef 11760]
type = A
movetype = A
physics = N
anim = 11760
sprpriority = 5
velset = 6,0

[State 11760, 1]
type = PlaySnd
trigger1 = time = 0
value = S26,4
channel = 6
volume = root,var(21)
persistent = 0

[State 11760, 1]
type = PlayerPush
trigger1 = enemynear(0),backedgebodydist >= 5
value = 1
ignorehitpause = 1

[State 11760, 1]
type = PlayerPush
trigger1 = enemynear(0),backedgebodydist < 5
value = 0
ignorehitpause = 1

[State 11760, 2]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1





[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 11760, 4]
type = HitDef
trigger1 = animelemtime(5) >= 1
attr = A,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 1,Hit
damage = 20,2
getpower = 0, 0
givepower = ceil(root,fvar(5)*16), 8
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 0
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random<=499,6,7),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(26*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.15
ground.velocity = 0,-4
guard.velocity = -6
air.velocity = 0, -4
airguard.velocity = -0.1, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = ceil(26*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11760
hitonce = 0
kill = 1
numhits = 1
persistent = 3

[State 11760, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
trigger1 = movehit < 2
anim = 11615
ID = 11760
pos = 0,-60
postype = p2
random = 50,50
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.75, 0.75
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 10

[State 11760, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = moveguarded < 2
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 10

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
trigger1 = movehit < 2
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*95)*0.01, ceil(root,fvar(5)*95)*0.01)
ignorehitpause = 1

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
trigger1 = movehit < 2
v = 24
value = 2
ignorehitpause = 1

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
trigger1 = movehit < 2
v = 26
value = -2
ignorehitpause = 1

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = movehit < 2
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
trigger1 = movehit < 2
v = 25
value = 0
ignorehitpause = 1

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger2 = movehit < 2
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1


[State 11760, 2]
type = targetvelset
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(11760) >= 1
trigger1 = Target(11760),ishelper = 0
trigger1 = movehit
trigger1 = movehit < 2
x = -6
y = 0
ID = 11760

[State 11760, 2]
type = targetstate
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(11760) >= 1
trigger1 = Target(11760),ishelper = 0
trigger1 = movehit
trigger1 = movehit < 2
value = 610
ID = 11760



[State 11760, 5]
type = destroyself
trigger1 = screenpos x != [-90,410]




[Statedef 11761]
type = A
movetype = A
physics = N
anim = 11761
sprpriority = 5
velset = 6,0

[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)*(0.67-random%10*0.01)
ignorehitpause = 1


[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 11761, 4]
type = HitDef
trigger1 = animelemtime(5) >= 1
attr = A,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 1,Hit
damage = 200,20
getpower = 0, 0
givepower = ceil(root,fvar(5)*16), 8
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 10*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 0
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,ifelse(random<=499,6,7),5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(26*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.15
ground.velocity = 0,-4
guard.velocity = -6
air.velocity = 0, -4
airguard.velocity = -0.1, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = ceil(26*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 11761
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 11761, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
trigger1 = movehit < 2
anim = 11615
ID = 11760
pos = 0,-60
postype = p2
random = 50,50
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.75, 0.75
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 11761, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = moveguarded < 2
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*50)*0.01, ceil(root,fvar(5)*50)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 20
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -20
ignorehitpause = 1
persistent = 0

[State 11761, 2]
type = targetvelset
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(11761) >= 1
trigger1 = Target(11761),ishelper = 0
trigger1 = movehit
x = -6
y = 0
ID = 11761
persistent = 0

[State 11761, 2]
type = targetstate
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(11761) >= 1
trigger1 = Target(11761),ishelper = 0
trigger1 = movehit
value = 610
ID = 11761
persistent = 0


[State 11761, 5]
type = destroyself
trigger1 = screenpos x != [-180,500]














;******************************************************************************************
;******************************************************************************************
;光のアルカナ‐ミルドレッド‐
;******************************************************************************************
;******************************************************************************************

;-----------------------------------------------------------------------------------------
;ノーブルフォトン
;-----------------------------------------------------------------------------------------
[Statedef 13400]
type = S
movetype = A
physics = S
velset = 0,0
anim = 13400
sprpriority = 1
ctrl = 0

;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(14) = 1
anim = 13405
ID = 13405
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(14) = 1
anim = 13405
ID = 13406
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-22)*0.033*0.7, (time-22)*0.033*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(13406) = 1
ID = 13406
scale = (time-22)*0.033*0.7, (time-22)*0.033*0.225
removeongethit = 1
ignorehitpause = 1

[State 13400, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 13400, 1]
type = PlaySnd
trigger1 = animelemtime(14) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 13400, 1]
type = helper
trigger1 = animelemtime(14) = 1
helpertype = normal
name = "photon"
ID = 13410
pos = 56,-68
postype = p1
stateno = 13410
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 13400, 4]
type = StateTypeSet
trigger1 = time = 21
movetype = I

[State 13400, 4]
type = varset
trigger1 = animelemtime(17) = 3
v = 12
value = 1

[State 13400, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;空中版
[Statedef 13415]
type = A
movetype = A
physics = N
;velset = 0,0
anim = 13401
sprpriority = 1
ctrl = 0

[State 13415, 1]
type = varset
trigger1 = time = 0
trigger1 = var(9) = 0
v = 9
value = 1
persistent = 0

[State 13415, 1]
type = varset
trigger1 = time = 0
trigger1 = var(9) = [2,3]
v = 9
value = 10
persistent = 0

[State 13415, 1]
type = varset
trigger1 = time = 0
trigger1 = var(9) = 20 || var(9) = 30
v = 9
value = 100
persistent = 0


[State 13415, 1]
type = velset
trigger1 = time = 0
x = 0
y = vel y * 0.025
persistent = 0

[State 13415, 1]
type = velset
trigger1 = animtime = 0
x = 0
y = -0.48
persistent = 0

;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(14) = 1
anim = 13405
ID = 13405
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(14) = 1
anim = 13405
ID = 13406
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-22)*0.033*0.7, (time-22)*0.033*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(13406) = 1
ID = 13406
scale = (time-22)*0.033*0.7, (time-22)*0.033*0.225
removeongethit = 1
ignorehitpause = 1


[State 13415, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 13415, 1]
type = PlaySnd
trigger1 = animelemtime(14) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 13415, 1]
type = helper
trigger1 = animelemtime(14) = 1
helpertype = normal
name = "photon"
ID = 13410
pos = 56,-68
postype = p1
stateno = 13410
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 13415, 4]
type = StateTypeSet
trigger1 = time = 21
movetype = I

[State 13415, 4]
type = varset
trigger1 = animelemtime(17) = 3
v = 12
value = 1

[State 13415, 4]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 1





[Statedef 13410]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 3
anim = 7000

[State 13410, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;エフェクト
[State -2, 1]
type = Projectile
trigger1 = time%3 = 0
projID = 13411
projanim = 13411
projscale = 0.4,0.4
projremovetime = 30
velocity = ifelse(time<=9,0,random%10*0.1),0
projsprpriority = 4
offset = 0,-5+random%11
postype = p1
supermovetime = 0
pausemovetime = 0

;エフェクト
[State -2, 1]
type = Projectile
trigger1 = time%3 = 1
projID = 13411
projanim = 13411
projscale = 0.4,0.4
projremovetime = 30
velocity = ifelse(time<=9,0,random%10*0.1),0
projsprpriority = 4
offset = 0,-5+random%11
postype = p1
supermovetime = 0
pausemovetime = 0

[State 13410, 1]
type = velset
trigger1 = time = 10
x = 13
y = ifelse(pos y < (enemynear(0),pos y+enemynear(0),const(size.mid.pos.y))-250,2.5,-0.01*(pos y - (enemynear(0),pos y+enemynear(0),const(size.mid.pos.y))))

[State 13410, 1]
type = velmul
trigger1 = time >= 10
y = 1.2

[State 13410, 1]
type = velset
trigger1 = vel y > 7
y = 7


[State 13410, 2]
type = changestate
trigger1 = pos x = [enemynear(0),pos x-25,enemynear(0),pos x+25]
trigger1 = pos y = [enemynear(0),pos y+enemynear(0),const(size.mid.pos.y)-75,enemynear(0),pos y+enemynear(0),const(size.mid.pos.y)+75]
value = 13411

[State 13410, 1]
type = PlaySnd
trigger1 = time >= 26
value = S32,0
channel = 6
volume = var(21)
persistent = 0

[State 13410, 3]
type = destroyself
trigger1 = time >= 26


[Statedef 13411]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 3
anim = 13410

[State 13411, 1]
type = PlaySnd
trigger1 = time = 0
value = S32,0
channel = 6
volume = var(21)
persistent = 0

[State 13411, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

;エフェクト
[State -2, 1]
type = Explod
trigger1 = time%2 = 0
trigger1 = animtime <= -40
anim = 13412
ID = 13412
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
random = 100,100
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1



[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 13411, 4]
type = HitDef
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 1,Hit
damage = 72,7
getpower = ceil(root,fvar(5)*160), 80
givepower = ceil(root,fvar(5)*53), 27
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 12*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 12
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,7,5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(40*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -0.25, -4
guard.velocity = -1
air.velocity = -0.25, -4
airguard.velocity = -0.25, -2.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = ceil(40*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 13411
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 13411, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 13411, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*83)*0.01, ceil(root,fvar(5)*83)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 16
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -8
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 13411, 1]
type = destroyself
trigger1 = animtime = 0





;-----------------------------------------------------------------------------------------
;ジャッジメントレイ
;-----------------------------------------------------------------------------------------
[Statedef 13430]
type = S
movetype = A
physics = S
velset = 0,0
anim = 13430
sprpriority = 1
ctrl = 0

;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(14) = 1
anim = 13405
ID = 13435
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(14) = 1
anim = 13435
ID = 13436
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-22)*0.033*0.7, (time-22)*0.033*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(13436) = 1
ID = 13436
scale = ifelse(time>=53,0.7,(time-22)*0.033*0.7), ifelse(time>=53,0.225,(time-22)*0.033*0.225)
removeongethit = 1
ignorehitpause = 1

[State 13430, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 13430, 1]
type = PlaySnd
trigger1 = animelemtime(14) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 13430, 1]
type = helper
trigger1 = animelemtime(13) = 3
helpertype = normal
name = "ray"
ID = 13440
pos = 0,enemynear(0),const(size.mid.pos.y)
postype = p2
stateno = 13440
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 13430, 4]
type = StateTypeSet
trigger1 = time = 19
movetype = I

[State 13430, 4]
type = varset
trigger1 = animelemtime(17) = 3
v = 12
value = 1

[State 13430, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;空中版
[Statedef 13445]
type = A
movetype = A
physics = N
;velset = 0,0
anim = 13431
sprpriority = 1
ctrl = 0

[State 13445, 1]
type = varset
trigger1 = time = 0
trigger1 = var(9) = 0
v = 9
value = 2
persistent = 0

[State 13445, 1]
type = varset
trigger1 = time = 0
trigger1 = var(9) = 1 || var(9) = 3
v = 9
value = 20
persistent = 0

[State 13445, 1]
type = varset
trigger1 = time = 0
trigger1 = var(9) = 10 || var(9) = 30
v = 9
value = 100
persistent = 0

[State 13445, 1]
type = velset
trigger1 = time = 0
x = 0
y = vel y * 0.025
persistent = 0

[State 13445, 1]
type = velset
trigger1 = animtime = 0
x = 0
y = -0.48
persistent = 0

;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(14) = 1
anim = 13405
ID = 13435
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(14) = 1
anim = 13435
ID = 13436
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-22)*0.033*0.7, (time-22)*0.033*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(13436) = 1
ID = 13436
scale = ifelse(time>=53,0.7,(time-22)*0.033*0.7), ifelse(time>=53,0.225,(time-22)*0.033*0.225)
removeongethit = 1
ignorehitpause = 1

[State 13445, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 13445, 1]
type = PlaySnd
trigger1 = animelemtime(14) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 13445, 1]
type = helper
trigger1 = animelemtime(13) = 3
helpertype = normal
name = "ray"
ID = 13440
pos = 0,enemynear(0),const(size.mid.pos.y)
postype = p2
stateno = 13440
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 13445, 4]
type = StateTypeSet
trigger1 = time = 19
movetype = I

[State 13445, 4]
type = varset
trigger1 = animelemtime(17) = 3
v = 12
value = 1

[State 13445, 5]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 1



[Statedef 13440]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 3
anim = 13440

[State 13440, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State 13440, 2]
type = PlaySnd
trigger1 = time = 14
value = S32,1
channel = 5
volume = var(21)
persistent = 0

[State 13440, 3]
type = posadd
trigger1 = time = 0
x = ifelse(enemynear(0),backedgedist <= 5,0,floor(enemynear(0),vel x*12))
y = ifelse(pos y + floor(enemynear(0),vel y*12) >=0,0,floor(enemynear(0),vel y*12))
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = time = 0
anim = 13440
ID = 13440
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = time >= 1
trigger1 = NumExplod(13440) = 1
ID = 13440
scale = ifelse(time>=15,0.5,1-(time*0.0357)), ifelse(time>=15,0.5,1-(time*0.0357))
removeongethit = 1
ignorehitpause = 1


[State 13445, 1]
type = helper
trigger1 = time = 14
helpertype = normal
name = "ray2"
ID = 13441
pos = 0,0
postype = p1
stateno = 13441
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 2
supermovetime = 0
pausemovetime = 0
persistent = 0
[State 13445, 1]
type = helper
trigger1 = time = 14
helpertype = normal
name = "ray2"
ID = 13442
pos = 0,0
postype = p1
stateno = 13441
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 2
supermovetime = 0
pausemovetime = 0
persistent = 0
[State 13445, 1]
type = helper
trigger1 = time = 14
helpertype = normal
name = "ray2"
ID = 13443
pos = 0,0
postype = p1
stateno = 13441
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 2
supermovetime = 0
pausemovetime = 0
persistent = 0


[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 13440, 4]
type = HitDef
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 1,Hit
damage = 48,4
getpower = ceil(root,fvar(5)*80), 40
givepower = ceil(root,fvar(5)*26), 13
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 12*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 12
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,8,5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = 4
guard.velocity = 1
air.velocity = 0.25, -4
airguard.velocity = 0.25, -2.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = -1
air.fall = 1
fall.recovertime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 13440
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 13440, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 13440, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*80)*0.01, ceil(root,fvar(5)*91)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 8
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -4
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 13440, 5]
type = destroyself
trigger1 = animtime = 0



[Statedef 13441]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 5
anim = 13441

[State 13441, 1]
type = varrandom
trigger1 = time = 0
v = 0
range = 0,359
persistent = 0

[State 13441, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 13441, 1]
type = bindtoparent
trigger1 = 1
pos = 0,0

[State 13441, 2]
type = Trans
trigger1 = 1
trans = add

[State 13441, 2]
type = angledraw
trigger1 = 1
value = var(0)

[State 13441, 3]
type = destroyself
trigger1 = animtime = 0





;-----------------------------------------------------------------------------------------
;ロイヤルオプティクス
;-----------------------------------------------------------------------------------------
[Statedef 13460]
type = S
movetype = A
physics = S
velset = 0,0
anim = 13460
sprpriority = 1
ctrl = 0

;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(14) = 1
anim = 13405
ID = 13465
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(14) = 1
anim = 13435
ID = 13466
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-16)*0.033*0.7, (time-16)*0.033*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(13466) = 1
ID = 13466
scale = ifelse(time>=47,0.7,(time-16)*0.033*0.7), ifelse(time>=47,0.225,(time-16)*0.033*0.225)
removeongethit = 1
ignorehitpause = 1

[State 13460, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 13460, 1]
type = PlaySnd
trigger1 = animelemtime(14) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 13460, 1]
type = helper
trigger1 = animelemtime(13) = 2
helpertype = normal
name = "royal"
ID = 13470
pos = 0,0
postype = p1
stateno = 13470
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 13475, 1]
type = helper
trigger1 = animelemtime(13) = 2
helpertype = normal
name = "royal2"
ID = 13471
pos = 0,0
postype = p1
stateno = 13471
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 13460, 1]
type = HitDef
trigger1 = animelemtime(14) >= 0
trigger1 = animelemtime(21) <= 3
attr = S,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
priority = 7,Hit
damage = 120,12
getpower = ceil(fvar(5)*270), 135
givepower = ceil(fvar(5)*180), 90
pausetime = ceil(20*ifelse(var(25) = 0,1,1.5)), 20*ifelse(var(25) = 0,1,2)
guard.pausetime = 20 , 20
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,32,4),ifelse(var(25) = 0,3,5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = 21;ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = 30;ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -3, -1
guard.velocity = -3
air.velocity = -0.5, -3.8
airguard.velocity = -0.75, -2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 13460
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 13460, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = -5+random%5,-55+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 13460, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 13460, 2]
type = targetstate
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(13460) >= 1
trigger1 = Target(13460),ishelper = 0
trigger1 = movehit
value = 610
ID = 13460
persistent = 0

[State 13460, 2]
type = targetvelset
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(13460) >= 1
trigger1 = Target(13460),ishelper = 0
trigger1 = movehit
x = -8
y = 0
ID = 13460
persistent = 0

[State 13460, 4]
type = changeanim
trigger1 = movecontact
value = 13460
elem = 22
persistent = 0

[State 13460, 4]
type = StateTypeSet
trigger1 = animelemtime(22) >= 1
movetype = I

[State 13460, 4]
type = varset
trigger1 = animelemtime(17) >= 2
v = 12
value = 1

[State 13460, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;空中版
[Statedef 13475]
type = A
movetype = A
physics = N
;velset = 0,0
anim = 13461
sprpriority = 1
ctrl = 0

[State 13475, 1]
type = varset
trigger1 = time = 0
trigger1 = var(9) = 0
v = 9
value = 3
persistent = 0

[State 13475, 1]
type = varset
trigger1 = time = 0
trigger1 = var(9) = [1,2]
v = 9
value = 30
persistent = 0

[State 13475, 1]
type = varset
trigger1 = time = 0
trigger1 = var(9) = 10 || var(9) = 20
v = 9
value = 100
persistent = 0

[State 13475, 1]
type = velset
trigger1 = time = 0
x = 0
y = vel y * 0.025
persistent = 0

[State 13475, 1]
type = velset
trigger1 = animtime = 0
x = 0
y = -0.48
persistent = 0

;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(14) = 1
anim = 13405
ID = 13465
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(14) = 1
anim = 13435
ID = 13466
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = (time-16)*0.033*0.7, (time-16)*0.033*0.225
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(13466) = 1
ID = 13466
scale = ifelse(time>=47,0.7,(time-16)*0.033*0.7), ifelse(time>=47,0.225,(time-16)*0.033*0.225)
removeongethit = 1
ignorehitpause = 1

[State 13475, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 0,3
persistent = 0

[State 13475, 1]
type = PlaySnd
trigger1 = animelemtime(14) = 1
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 13475, 1]
type = helper
trigger1 = animelemtime(13) = 2
helpertype = normal
name = "royal"
ID = 13470
pos = 0,0
postype = p1
stateno = 13470
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 13475, 1]
type = helper
trigger1 = animelemtime(13) = 2
helpertype = normal
name = "royal2"
ID = 13471
pos = 0,0
postype = p1
stateno = 13471
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0


[State 13475, 1]
type = HitDef
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
priority = 7,Hit
damage = 120,12
getpower = ceil(fvar(5)*270), 135
givepower = ceil(fvar(5)*180), 90
pausetime = ceil(20*ifelse(var(25) = 0,1,1.5)), 20*ifelse(var(25) = 0,1,2)
guard.pausetime = 20, 20
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,32,4),ifelse(var(25) = 0,3,5)
guardsound = S3, 7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = 21;ifelse(enemynear(0),statetype != A,26,31)
guard.slidetime = 30;ifelse(enemynear(0),statetype != A,26,31)
air.hittime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.3
ground.velocity = -3, -1
guard.velocity = -3
air.velocity = -0.5, -3.8
airguard.velocity = -0.75, -2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
down.cornerpush.veloff = 0
air.juggle = 0
fall = 1
fall.recovertime = ceil(26*var(26)*0.01) + ifelse(var(25) = 0,0,5)
down.velocity = -3, 0
down.hittime = 15
down.bounce = 0
id = 13475
hitonce = 0
kill = 1
numhits = 1
persistent = 0
p2facing = 1

[State 13475, 2];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = -5+random%5,-55+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 13475, 2];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 13475, 2]
type = targetstate
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(13475) >= 1
trigger1 = Target(13475),ishelper = 0
trigger1 = movehit
value = 610
ID = 13475
persistent = 0

[State 13475, 2]
type = targetvelset
triggerall = Numhelper(10740) = 0
trigger1 = NumTarget(13475) >= 1
trigger1 = Target(13475),ishelper = 0
trigger1 = movehit
x = -8
y = 0
ID = 13475
persistent = 0

[State 13475, 4]
type = changeanim
trigger1 = movecontact
value = 13461
elem = 22
persistent = 0

[State 13475, 4]
type = StateTypeSet
trigger1 = animelemtime(22) >= 1
movetype = I

[State 13475, 4]
type = varset
trigger1 = animelemtime(17) >= 2
v = 12
value = 1

[State 13475, 5]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 1




[Statedef 13470]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 3
anim = 7000

[State 13470, 1]
type = bindtoparent
trigger1 = 1
pos = 0,0

[State 13470, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 13470, 2]
type = PlaySnd
trigger1 = time = 0
value = S32,2
channel = 5
volume = var(21)
persistent = 0


;光輪（大）
[State -2, 1]
type = Explod
trigger1 = time = 0
anim = 13470
ID = 13470
pos = 57,-67
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
vel = 0.85,parent,vel y
scale = time*0.0151515, time*0.030303
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(13470) = 1
ID = 13470
scale = time*0.0151515, time*0.030303
removeongethit = 1
ignorehitpause = 1

;光輪（小）
[State -2, 1]
type = Explod
trigger1 = time = 0
anim = 13471
ID = 13471
pos = 57,-67
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
vel = 0.85,parent,vel y
scale = time*0.0113636, time*0.0227272
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(13471) = 1
ID = 13471
scale = time*0.0113636, time*0.0227272
removeongethit = 1
ignorehitpause = 1

;輪
[State -2, 1]
type = Explod
trigger1 = time = 0
anim = 13472
ID = 13472
pos = 57,-67
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
vel = 0,parent,vel y
scale = time*0.0416666, time*0.0416666
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(13472) = 1
ID = 13472
scale = time*0.0416666, time*0.0416666
removeongethit = 1
ignorehitpause = 1


[State 13470, 3]
type = RemoveExplod
trigger1 = parent,stateno != 13460 && parent,stateno != 13475
ID = 13470
[State 13470, 3]
type = RemoveExplod
trigger1 = parent,stateno != 13460 && parent,stateno != 13475
ID = 13471
[State 13470, 3]
type = RemoveExplod
trigger1 = parent,stateno != 13460 && parent,stateno != 13475
ID = 13472

[State 13470, 3]
type = destroyself
trigger1 = parent,stateno != 13460 && parent,stateno != 13475




[Statedef 13471]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 4
anim = 13473

[State 13471, 1]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
ignorehitpause = 1

[State 13471, 1]
type = BindToParent
trigger1 = parent,stateno = 13460 || parent,stateno = 13475
pos = 0,0
ignorehitpause = 1

[State 13471, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 13471, 3]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AP
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
;hitsound = S1,1
p2stateno = 13472
ignorehitpause = 1

[State 13471, 3]
type = hitoverride
trigger1 = 1
attr = SCA,AP
stateno = 13471
ignorehitpause = 1

[State 13471, 7]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = parent,stateno != 13460 && parent,stateno != 13475
trigger3 = parent,stateno = 13460 || parent,stateno = 13475
trigger3 = parent,animelemtime(22) >= 1

[Statedef 13472]
sprpriority = 0
movetype = I

[State 13472, 1]
type = turn
trigger1 = Ishelper = 1
trigger1 = time = 0
persistent = 0

[State 13472, 1]
type = selfstate
trigger1 = time = 0
value = PrevStateno








;-----------------------------------------------------------------------------------------
;ルミノスフォーム
;-----------------------------------------------------------------------------------------
[Statedef 13490]
type = A
movetype = I
physics = N
velset = 0,0
anim = 13490
sprpriority = 1
ctrl = 0

[State 13490, 1]
type = varset
trigger1 = time = 0
v = 31
value = 0

[State 13490, 1]
type = turn
trigger1 = p2dist x < 0

[State 13490, 1]
type = posset
trigger1 = time = 0
x = enemynear(0),pos x + ifelse(pos x > enemynear(0),pos x,-50,50)
y = enemynear(0),pos y -80
ignorehitpause = 1

[State 13490, 1]
type = Explod
trigger1 = time = 0
anim = 13491
ID = 13491
pos = 0,-50
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 13490, 2]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 1
ignorehitpause = 1





;-----------------------------------------------------------------------------------------
;セレスティアルゲート
;-----------------------------------------------------------------------------------------
[Statedef 13500]
type = S
movetype = I
physics = S
velset = 0,0
anim = 13500
sprpriority = 1
ctrl = 0

[State 13500, 1]
type = changeanim
trigger1 = time = 0
trigger1 = pos y != 0
value = 13501
persistent = 0

[State 13500, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y != 0
statetype = A
physics = N
persistent = 0

[State 13500, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 4,6
persistent = 0

[State 13500, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,9
channel = 5
volume = var(21)
persistent = 0

[State 13500, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(24) = 0
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 13500, 3]
type = SuperPause
trigger1 = time = 0
time = 60
anim = -1
;sound = S100,1
pos = 0,0
movetime = 60
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1
persistent = 0

[State 13500, 2];背景1
type = null;Explod
trigger1 = time = 0
anim = 6101
ID = 6101
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 48
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 13500, 2];背景2
type = Explod
trigger1 = time = 0
anim = 6102
ID = 6102
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 60
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0


;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(24) = 2
anim = 13505
ID = 13505
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(24) = 2
anim = 13506
ID = 13506
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = ifelse((time-29) > 23, 0.7, (time-29)*0.0427*0.7), ifelse((time-29) > 23, 0.225, (time-29)*0.0427*0.225)
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(13506) = 1
ID = 13506
scale = ifelse((time-29) > 23, 0.7, (time-29)*0.0427*0.7), ifelse((time-29) > 23, 0.225, (time-29)*0.0427*0.225)
removeongethit = 1
ignorehitpause = 1

;魔方陣（背後）
[State -2, 1]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 13507
ID = 13507
pos = 0,-60
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = (time-12)*0.0147, (time-12)*0.0147
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(13507) = 1
ID = 13507
scale = (time-12)*0.0147, (time-12)*0.0147
removeongethit = 1
ignorehitpause = 1


[State 13500, 1]
type = helper
trigger1 = animelemtime(35) = 1
helpertype = normal
name = "gate"
ID = 13510
pos = 75,-1*floor(pos y)
postype = p1
stateno = 13510
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 1
size.yscale = 0.25
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 13500, 6]
type = varset
trigger1 = animelemtime(67) = 2
v = 12
value = 1

[State 13500, 7]
type = changestate
trigger1 = animtime = 0
value = ifelse(statetype = A,51,0)
ctrl = 1




[Statedef 13510]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 1
anim = 13510

[State 13510, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 13510, 2]
type = PlaySnd
trigger1 = time%10 = 0
value = S32,4
channel = 2
volume = var(21)

[State 13510, 3]
type = Explod
trigger1 = time%3 = 0
anim = 13511
ID = 13511
pos = 0,-30
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
random = 80,80
vel = 0,-10 - random%5
scale = 0.0625 - random%5*0.01, 1.1 - random%10*0.01
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1




[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 13510, 4]
type = varadd
trigger1 = movecontact
trigger1 = movecontact < 2
v = 20
value = 1
ignorehitpause = 1

[State 13510, 4]
type = HitDef
trigger1 = animelemtime(10) >= 1
trigger1 = animelemtime(13) <= 1
trigger1 = var(20) = 0
trigger2 = animelemtime(13) >= 2
trigger2 = animelemtime(16) <= 2
trigger2 = var(20) = 1
trigger3 = animelemtime(16) >= 3
trigger3 = animelemtime(19) <= 3
trigger3 = var(20) = 2
trigger4 = animelemtime(20) >= 1
trigger4 = animelemtime(23) <= 1
trigger4 = var(20) = 3
trigger5 = animelemtime(23) >= 2
trigger5 = animelemtime(26) <= 2
trigger5 = var(20) = 4
trigger6 = animelemtime(26) >= 3
trigger6 = animelemtime(29) <= 3
trigger6 = var(20) = 5
trigger7 = animelemtime(30) >= 1
trigger7 = animelemtime(33) <= 1
trigger7 = var(20) = 6
trigger8 = animelemtime(33) >= 2
trigger8 = animelemtime(36) <= 2
trigger8 = var(20) = 7
trigger9 = animelemtime(36) >= 3
trigger9 = animelemtime(39) <= 3
trigger9 = var(20) = 8
trigger10 = animelemtime(40) >= 1
trigger10 = animelemtime(43) <= 1
trigger10 = var(20) = 9
attr = A,HP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = up
air.animtype = up
fall.animtype = up
priority = 1,Hit
damage = 28,2
getpower = 0, 0
givepower = ceil(root,fvar(5)*16), 8
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 6*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 6
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,32,4),ifelse(var(25) = 0,3,5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 15 + ifelse(var(25) = 0,0,5)
ground.slidetime = 15 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,13,16)
guard.slidetime = ifelse(enemynear(0),statetype != A,13,16)
air.hittime = ceil(32*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.15
ground.velocity = 0,-4
guard.velocity = -0.1
air.velocity = 0, -4
airguard.velocity = -0.1, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
fall = 1
fall.recovertime = ceil(32*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = 13510
hitonce = 0
kill = 1
numhits = 1

[State 13510, 4];ヒットスパーク
type = null;Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
trigger1 = movehit < 2
anim = 6001+random%4
ID = 6001
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 13510, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
trigger1 = moveguarded < 2
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
trigger1 = movehit < 2
trigger1 = hitcount <= 9
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*95)*0.01, ceil(root,fvar(5)*95)*0.01)
ignorehitpause = 1

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
trigger1 = movehit < 2
trigger1 = hitcount = 10
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*83)*0.01, ceil(root,fvar(5)*83)*0.01)
ignorehitpause = 1

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
trigger1 = movehit < 2
v = 24
value = ifelse(hitcount <= 9,4,16)
ignorehitpause = 1

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
trigger1 = movehit < 2
v = 26
value = ifelse(hitcount <= 9,-2,-8)
ignorehitpause = 1

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = movehit < 2
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
trigger1 = movehit < 2
v = 25
value = 0
ignorehitpause = 1

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger2 = movehit < 2
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1


[State 13510, 5]
type = destroyself
trigger1 = animtime = 0






;-----------------------------------------------------------------------------------------
;インペリアルディビジョン
;-----------------------------------------------------------------------------------------
[Statedef 13530]
type = S
movetype = I
physics = S
velset = 0,0
anim = 13530
sprpriority = 1
ctrl = 0

[State 13530, 1]
type = changeanim
trigger1 = time = 0
trigger1 = pos y != 0
value = 13531
persistent = 0

[State 13530, 1]
type = StateTypeSet
trigger1 = time = 0
trigger1 = pos y != 0
statetype = A
physics = N
persistent = 0

[State 13530, 1]
type = varrandom
trigger1 = time = 0
v = 27
range = 4,6
persistent = 0

[State 13530, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,9
channel = 5
volume = var(21)
persistent = 0

[State 13530, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(24) = 0
value = S12,var(27)
channel = 0
volume = var(21)
persistent = 0

[State 13530, 3]
type = SuperPause
trigger1 = time = 0
time = 60
anim = -1
;sound = S100,1
pos = 0,0
movetime = 60
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1
persistent = 0

[State 13530, 2];背景1
type = null;Explod
trigger1 = time = 0
anim = 6101
ID = 6101
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 60
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0

[State 13530, 2];背景2
type = Explod
trigger1 = time = 0
anim = 6102
ID = 6102
pos = 0,240
postype = back
facing = 1
bindtime = -1
removetime = 60
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1
removeongethit = 1
;ignorehitpause = 1
persistent = 0


;魔方陣（前方）
[State -2, 1]
type = Explod
trigger1 = animelemtime(24) = 2
anim = 13535
ID = 13535
pos = 55,-66
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.1, 0.25
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

;魔方陣（足元）
[State -2, 1]
type = Explod
trigger1 = animelemtime(24) = 2
anim = 13536
ID = 13536
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = ifelse((time-29) > 23, 0.7, (time-29)*0.0427*0.7), ifelse((time-29) > 23, 0.225, (time-29)*0.0427*0.225)
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(13536) = 1
ID = 13536
scale = ifelse((time-29) > 23, 0.7, (time-29)*0.0427*0.7), ifelse((time-29) > 23, 0.225, (time-29)*0.0427*0.225)
removeongethit = 1
ignorehitpause = 1

;魔方陣（背後）
[State -2, 1]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 13537
ID = 13537
pos = 0,-60
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = (time-12)*0.0147, (time-12)*0.0147
sprpriority = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = NumExplod(13537) = 1
ID = 13537
scale = (time-12)*0.0147, (time-12)*0.0147
removeongethit = 1
ignorehitpause = 1


[State 13530, 1]
type = helper
trigger1 = anim = 13530
trigger1 = animelemtime(42) = 1
trigger2 = anim = 13531
trigger2 = animelemtime(41) = 3
helpertype = normal
name = "division0"
ID = 13540
pos = 0,0
postype = p1
stateno = 13540
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0
[State 13530, 1]
type = helper
trigger1 = anim = 13530
trigger1 = animelemtime(42) = 1
trigger2 = anim = 13531
trigger2 = animelemtime(41) = 3
helpertype = normal
name = "division1"
ID = 13541
pos = 0,0
postype = p1
stateno = 13540
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0
[State 13530, 1]
type = helper
trigger1 = anim = 13530
trigger1 = animelemtime(42) = 1
trigger2 = anim = 13531
trigger2 = animelemtime(41) = 3
helpertype = normal
name = "division2"
ID = 13542
pos = 0,0
postype = p1
stateno = 13540
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 0
pausemovetime = 0
persistent = 0

[State 13530, 6]
type = varset
trigger1 = anim  =13530
trigger1 = animelemtime(47) = 3
trigger2 = anim  =13531
trigger2 = animelemtime(45) = 4
v = 12
value = 1

[State 13530, 7]
type = changestate
trigger1 = animtime = 0
value = ifelse(statetype = A,51,0)
ctrl = 1




[Statedef 13540]
type = A
movetype = I
physics = N
velset = 0,0
sprpriority = 4
anim = 7000

[State 13540, 2]
type = changestate
trigger1 = Ishelper(13540)
trigger1 = time = 8
trigger2 = Ishelper(13541)
trigger2 = time = 24
trigger3 = Ishelper(13542)
trigger3 = time = 39
value = 13541


[Statedef 13541]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 4
anim = 13540

[State 13541, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State 13541, 2]
type = PlaySnd
trigger1 = time = 12
value = S32,1
channel = 5
volume = var(21)
persistent = 0

[State 13541, 3]
type = posset
trigger1 = time = 0
x = enemynear(0),pos x + (-15+random%30) + ifelse(enemynear(0),backedgedist <= 5,0,floor(enemynear(0),vel x*12))
y = enemynear(0),pos y + enemynear(0),const(size.mid.pos.y) + (20-random%40) + ifelse(pos y + floor(enemynear(0),vel y*12) >=0,0,floor(enemynear(0),vel y*12))
persistent = 0

;魔方陣
[State -2, 1]
type = Explod
trigger1 = time = 0
anim = 13540
ID = 13540
pos = 0,0
postype = p1
facing = ifelse(facing = 1,1,-1)
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, 1];サイズ変化
type = ModifyExplod
trigger1 = time >= 1
trigger1 = NumExplod(13540) = 1
ID = 13540
scale = ifelse(time>=15,0.5,1-(time*0.0357)), ifelse(time>=15,0.5,1-(time*0.0357))
removeongethit = 1
ignorehitpause = 1


[State 13445, 1]
type = helper
trigger1 = time = 12
helpertype = normal
name = "ray2"
ID = 13441
pos = 0,0
postype = p1
stateno = 13441
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 2
supermovetime = 0
pausemovetime = 0
persistent = 0
[State 13445, 1]
type = helper
trigger1 = time = 12
helpertype = normal
name = "ray2"
ID = 13442
pos = 0,0
postype = p1
stateno = 13441
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 2
supermovetime = 0
pausemovetime = 0
persistent = 0
[State 13445, 1]
type = helper
trigger1 = time = 12
helpertype = normal
name = "ray2"
ID = 13443
pos = 0,0
postype = p1
stateno = 13441
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 0.5
size.yscale = 2
supermovetime = 0
pausemovetime = 0
persistent = 0


[State -2, 1]
type = attackmulset
trigger1 = 1
trigger1 = Numhelper(7000) >= 1
value = 1*root,fvar(5)*0.9*helper(7000),fvar(0)*helper(7000),fvar(2)*helper(7000),fvar(3)
ignorehitpause = 1

[State -2, 1]
type = varset
trigger1 = enemynear(0),movetype = A
trigger2 = floor(root,fvar(9)*100)-floor(root,fvar(9)*10)*10 = 1
trigger2 = enemynear(0),movetype != H
v = 25
value = 1
ignorehitpause = 1

[State 13541, 4]
type = HitDef
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
animtype = hard
air.animtype = hard
fall.animtype = hard
priority = 1,Hit
damage = 48,4
getpower = ceil(root,fvar(5)*80), 40
givepower = ceil(root,fvar(5)*26), 13
pausetime = ceil(0*ifelse(var(25) = 0,1,1.5)), 12*ifelse(var(25) = 0,1,2)
guard.pausetime = 0, 12
sparkno = Sifelse(var(25) = 0,-1,6110)
guard.sparkno = -1
sparkxy = 0, enemynear(0),const(size.mid.pos.y)
hitsound = Sifelse(var(25) = 0,0,4),ifelse(var(25) = 0,8,5)
guardsound = S3,7
ground.type = High
air.type = High
ground.hittime = 20 + ifelse(var(25) = 0,0,5)
ground.slidetime = 20 + ifelse(var(25) = 0,0,5)
guard.hittime = ifelse(enemynear(0),statetype != A,22,26)
guard.slidetime = ifelse(enemynear(0),statetype != A,22,26)
air.hittime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;guard.ctrltime = 0
;airguard.ctrltime = 0
yaccel = 0.2
ground.velocity = -1.5
guard.velocity = -0.5
air.velocity = -0.25, -3.5
airguard.velocity = -0.25, -1.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 0
p2facing = 1
air.fall = 1
fall.recovertime = ceil(30*root,var(26)*0.01) + ifelse(var(25) = 0,0,5)
;down.velocity = -5.5, 0
;down.hittime = 10
;down.bounce = 0
id = ifelse(ishelper(13540)=1,13540,ifelse(ishelper(13541)=1,13541,13452))
hitonce = 0
kill = 1
numhits = 1
persistent = 0

[State 13541, 4];ヒットスパーク
type = Explod
triggerall = enemynear(0),stateno != [120,155]
trigger1 = movehit
anim = 6001+random%4
ID = 6001
pos = 0+random%5,-60+random%5
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.4, 0.4
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 13541, 4];ガードスパーク
type = Explod
triggerall = enemynear(0),stateno != [5000,5999]
trigger1 = moveguarded
anim = 6050
ID = 6050
pos = 10,-55
postype = p2
facing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -3, 乗算補正]
type = ParentVarSet
trigger1 = movehit
fv = 5
value = ifelse(root,fvar(5) = 1, ceil(root,fvar(5)*80)*0.01, ceil(root,fvar(5)*91)*0.01)
ignorehitpause = 1
persistent = 0

[State -2, 1];ノックバック補正
type = ParentVarAdd
trigger1 = movehit
v = 24
value = 8
ignorehitpause = 1
persistent = 0

[State -2, 1];復帰不能補正
type = ParentVarAdd
trigger1 = movehit
v = 26
value = -4
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット補正
type = parentvarset
trigger1 = movehit
trigger1 = var(25) = 1
fv = 5
value = 1 - 0.01*(floor((100-root,fvar(5)*100)*0.2)-1)
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（親）
type = ParentVarSet
trigger1 = movehit
v = 25
value = 0
ignorehitpause = 1
persistent = 0

[State -2, 1];カウンターヒット判定リセット（自分）
type = varset
trigger1 = enemynear(0),movetype = I
trigger2 = movehit
trigger3 = root,fvar(5) != 1
v = 25
value = 0
ignorehitpause = 1

[State 13541, 5]
type = destroyself
trigger1 = animtime = 0



